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Storm The Castle, August 2018

The project: Storm the Castle is an action platformer with puzzle elements. It is a mature game for the Scottish audience.
 
As I joined this project at a later stage, I initially worked on reporting bugs and problems with the level navigation. After tweaking the existing levels I worked on the Boss's gameplay design and the final level.

Duration: 2 months

Team:  4 Game Designers, 1 Game Artist, 2 Programmers, 2 Narrative Designers & 1 Project Manager

 

My role: Level Design & QA

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Stick Doodle, May 2018

The project: Stick Doodle was a project me and my friends decided to take on during Spring break. It is a game we developed with Abertay's marketing team so that potential students and their parents can play to learn about Dundee and Abertay University. 

 

Duration: 3 Weeks

Team: 1 Game Designer, 1 Game Artist, 2 Programmers, 1 Audio Designer

 

My role: Game Design & Project Management

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Scurry Up, May 2017

The project: Scurry up is an isometric, puzzle game developed for tablet devices. The target audience of this game was 5-7 year olds.
I used Photoshop to design the 2D levels and Excel to balance the difficulty curve. We then visited a school and play-tested the game with Kids. We returned with expected results of the game being fun & challenging helping us in our final pitch during our Jury presentation.

 

Duration: 4 months

Team: 4 Game Designers, 1 Game Artist

 

My role: Level Design

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Pentagram Obliteration

(Doom Snapmap Mode), February 2017

The project: Pentagram Obliteration is a horror themed doom campaign developed on Doom's level editor known as the "Snapmap Mode".

The level was divided in 4 sections, each designer added their own element to each section.

Duration: 5 Days​

Team: 4 Game Designers

My role: I was the Project Manger looking over the level design and scripting as I was aware of Doom's gameplay and characters before the project was introduced.

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Planet Donut, January 2017

The project: Planet Donut is 3D concept art for God Game. The 3D models were designed in 3DS MAX. They were later exported to Unreal Engine to add animations and make the planet look more lively.

 

 

Duration: 5 Days

Team: 6 Game Designers

 

My role: I worked on 3D modelling and Concept Design.

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Lippi (Gamification Project), December 2016

The project: Lippi is designed as a gamified language learning application. It is a prototype for a social platform where people who seek to learn the language(s) meet with people who wish to teach language(s).

 

People usually learn languages for the purpose of travelling around the world. Hence, I designed the experince around travelling using a passport profile which gets updated every learning session. 

Duration: 4 months

Team: Individual Project

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Chord, November 2016

The project: Chord is a unique adventure game where the choices players make are major (positive) and minor (negative) musical chords. All the chords player selects throughout the game compose into a song/tune that defines the player's story allows the player to make their own stories.

Duration: 5 Days

Team: 4 Game Designers

 

My role: I was the Visual Scripter working on Construct 2.

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The Wolves of Megacorp - A Shadowrun Campaign, May 2016

The project: We had to make a 1 Hour+ MOD campaign of Shadowrun Returns. This MOD was developed on the Shadowrun Returns Editor. The campaign was supposed to be inspired from the game's lore and it was divided in 4 chapters, all in a continuous series.

Duration: 4 months​

Team: 16 Game Designers, 4 Game Artists

My role: I was the Project Manager and Quest Designer of the sub-team that worked on chapter 01. In the later stage, I worked on Game Balancing.

 

Working with such a huge team, really helped me improve my project management skills.

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Haze, April 2016

The project: Haze is an adventure game for kidsIt is a simple point and click game for the PC, developed on AGE software.​

Duration: 12 days

Team:  7 Game Designers, 10 Animators

My role: In the initial stages, I worked with the Screenplay writer, editing dialogues to make sure the dialogues were in sync with the quest design. I worked on the Quality Assurance of the game.

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Donkey Kong level, April 2016

The project: We had to design a 3D level for Re-mastered version of ‘Donkey Kong country returns’ for the Nintendo’s unannounced console on Sketch Up.

 

We had to add a new game feature/game mechanic to the existing design. We also had to research ancient architecture and implement environmental story telling in the sketch up file.

Duration: 2 Days

Team: 2 Game Designers

My role: I designed the new mechanic and handled the documentation.

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Face My Wraith - A Warcraft 3 Campaign, December 2015

The project: 'Face my Wraith' is a level from an action adventure campaign developed on Warcraft 3 editor. The level evaluates player's decision making skills. The primary quests and secondary quests are interlinked, providing the player with replay-ability options to discover different endings.

The puzzles are a part of the side-quests keeping the critical path combat-centric. BUT, following the side-path will help the player in combat by rewarding him with special abilities and powerful weapons.

Duration: 4 months​

Team: Individual Project

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Dominus, May 2015

The project: Dominus is a RTS (real time strategy) modular board game. Every player gets an army of units, you have to use your units to their strengths and attack your enemies and capture the A.I. base.

The constraint of the project was to make a game which can be played by 2 players, 3 players or 4 players. We have designed 3 standard balanced maps for each situation. However, players have the liberty to design their own map styles, as long as the enemy A.I. is in the centre of the maps.

Duration: 6 months

Team: 4 Game Designers, 2 Game Artists

My role: I was working on Game Balancing and Quality assurance of the product.

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Arcus, January 2015

The project: It was a global game jam project where we were allocated 2 days to make a game around the following theme; “What do we do now?”

Team: 3 Game Designers

My role: The game has two modes; Bulge and Connect. I was the Visual Scripter for Bulge mode of the game.

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Contact Me

 Tel: +91 8108744424

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