unnanounced project
work in progress F2p Virtual Reality social game at magnopus

WORK IN PROGRESS
ETA: 2024

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Responsible and Owner of the economy design.
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Designing new currencies and weaving them into the overarching economy design; laying foundations for user conversions and monetisation.
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Creating new Player Progression Systems, adhering to the game direction and vision, and plotting the user journey and growth.
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Balancing and designing other high-level systems around the core gameplay, adding organic player hooks to increase user engagement.
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Creating simulations in Machinations.io for the game systems, to predict game performance and balance the values accordingly.
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Designing events in Player Data Analytics, and creating opportunities to better monitor game and player data.
unnanounced project
work in progress AAA project at ubisoft paris studio


WORK IN PROGRESS
ETA: 2024-2025
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Designing, iterating and prototyping various aspects of the game's 3C design.
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​Currently responsible and owner of the design and systems design for the Environment Interaction and Destruction.
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And the game design owner of the Status Effects system & Elemental Systems in the game.
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Prototyping and implementing mission objectives and 3C elements in a node-based game development engine.
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More details and specifics will be provided once the project is revealed and released.
A MODERN MAGE OUT
ROGUELIKE - sandbox -FIRST PERSON SHOOTER made in unreal engine 5
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​Objective was to build a systemic game, highly optimised for experimentation and replayability.
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I designed the Bullet Crafting System (BCS), which at it's core has a technical design framework built & future-proofed with modularity in mind.
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BCS was designed to be very adaptive, scalable & intuitive for the player to experiment with.
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The design of BCS has features to help link with the procedural recoil and sound generation.
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This was a student project and a part of our curriculum for the master's course at ENJMIN-CNAM. The goal was to create a vertical slice of a AAA game in a team of 13 students.
little singham
and other endless-runner games at reliance games



+4
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Iterating, improving and working on a complex multi-layered level design system and editor.
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Designing and integrating various monetisation systems to support the economy design.
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Upgrading gacha and lootbox systems to achieve more flexibility with the items and rewards.
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Providing functional solutions for gameplay systems, to help establish new animations and FX with minimal risks.
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Designing a new collectible and reward system for a 3rd party brand endorsement within the game which significantly helped revenue.
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Refurbishing and designing miscellaneous other scalable systems to edit and manage the game from backend and over the servers.
t20 cricket champions 3d
f2p casual game based on the sport of cricket at RELIANCE GAMES

​For this project, I was required to design the system for a completely new game mode from scratch. My objective was to ensure the system was scalable and highly granular to incorporate any future modifications with minimal discrepancies. ​
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My objectives and approach were as follows:
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Carefully understanding and breaking down the feature requirements and pitching a modular system for the new game mode.
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Gathering feedback and suggestions from the programming team and iterating the system design to meet the production scope and cost requirements.
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Optimising the system design to make it compatible with server and backend infrastructure.
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Producing and writing precise design documents which are lucid and easy to understand for any team-member working on the project.
let's connect. or check out my work in game design, systems design & other projects