I am a 27-year-old Video Game Designer, who finished 3 years at Rubika (Pune Branch), graduated with Cum Laude at the University of Utah, and just graduated from MEAE program at the University of Utah on the Production Track. I love Video Games as they present a unique opportunity to escape from our everyday life and aspire to create the joy, I've experienced from some of my favorite games to people around the world.
I enjoy a wide plethora of games, but especially loves ones that offer a unique narrative and a unique way of presenting said narrative. It's due to these feelings, I am absolutely fascinated by Horror Games and the way they tap into something much more primal and basic within a player while delivering a story dealing with subject matter most other games wouldn't look at. It's this fascination of Horror Games and love for strong Narratives that make up just a few of my design pillars.
I take great pleasure in learning about the history of video games and loves discussing and delving into the finer details when discussing and talking about games.
2018-2019
2020-2022
Creating creative and unique game concepts for popular IP's
Coming up with unique and new mechanics for already existing games.
Did market research and kept track of various app data such as DAU and ARPDAU
Came up with ways to increase user retention in already released games.
Condensed game analysis in easily digestible short form reviews
Wrote about major game events focusing on games or products to keep an eye on
Looked into future gaming technology such as upcoming VR headsets, Quantum Computers, and Graphics Cards
Worked on two separate projects to a state where the clients could perform playtests on an already pre-approved set of play testers.
First few months I worked on polishing up a legacy project which included implementation of new animations artists created to certain events and actions in the game for a more realistic experience for the player.
I also worked as a UI Engineer completely changing the look of the game and ensuring that the UI was simple enough for the player to understand, but still provided enough information for the player that they didn't need any outside help.
Second Project had me doing content and polishing on an accelerated timeline. I wrote all the scripts, recorded audio for them, and implemented them into the game at the appropriate locations.
Did Most of the UI Engineering here as well. Assets were provided by the artist, but the implementation, revisions, iterations were done exclusively done by me.