DEMO REEL
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ISLES OF WARIsles of War was a social MMO RTS game released October 2013 released by Disney Interactive. The game features a naval based combat system with a completely realtime synchronous world. The challenges with the battle system was to find mechanics that were not only unique in the social gaming space but find a balance of strategic and real time components of gameplay .
TEAM SIZE: ~50 | PLATFORM : FLASH(ACTIONSCRIPT) ROLE : TECHNICAL DESIGNER |
PERSONAL CONTRIBUTIONS
- Technical design and implementation of Battle AI, Real Time Synchronous World, Quest and Event systems.
- Wrote design documents and prototyped battle mechanics to balance real time and strategy gameplay.
- Assisted designers tune data metrics for battle system including weapon range, damage, reload time etc.
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BLITZFIREBlitzfire is a Doom styled first person shooter that attempts to explore orthogonally differentiated battle systems. The game features two NPC classes and two different weapons that map to specific use cases in the possibility space. The goal is to author a level where the player is actively formulating strategies which derive directly from the relationship between his weapons and the NPC classes
TEAM SIZE : 1 | PLATFORM : UNITY(C#) ROLE : TECHNICAL DESIGNER |
PERSONAL CONTRIBUTIONS
- Used RAIN AI to set up waypoint systems, enemy behavior trees etc. and wrote custom state machine to track AI state
- Balanced metrics such as health, spawn rate, projectile speeds, enemy movement speeds and fire delay times
- Analyzed impact of metrics on player strategy based on playtest data and designed new features based on analysis
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LEVEL DESIGNThe following were rapid prototypes that I worked on to explore what it means to design a meaningful level. The prototypes were built on non traditional gaming platforms such as Oculus, Makey Makey, Kinect, forcing the designer outside traditional level design paradigms and consider how the user experience affects player interest curve.
TEAM SIZES : 5| PLATFORM : UNITY(C#) ROLE : TECHNICAL DESIGNER |
PERSONAL CONTRIBUTIONS
- Scripted levels based on functionality exposed by gameplay programmers. Tuned metrics to acheive balanced systems.
- Implemented game features such as NPC AI behavior, sound manager etc. Integrated animations into gameplay.
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SEA OF STORIESSea of Stories is a VR art experience that attempts to bring to life imagery depicting the power and beauty of stories. The arc the experience follows is constructed loosely as a scaffolding for viewers to interpret the visuals they see. In development of the experience we were posed with challenges unique to VR such as The Swayze Effect, production pipelines, pacing and motion sickness.
TEAM SIZE : 6 | PLATFORM : UNREAL(BLUEPRINTS) ROLE : TECHNICAL DESIGNER |
PERSONAL CONTRIBUTIONS
- Creative lead for a team of 6 including two tech artists, one modeler, one animator and one sound designer/2D artist
- Defined arc of the experience, established and managed production schedules from modelling, animation and in game engine art
- Blueprint scripting for gameplay including movement through level, setting up triggers and events, camera handling, transitions etc.
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GIVE ME YOUR GUNGive Me Your Gun is an attempt to bring a game designer’s sensibility of player agency into the world of live theater. The audience interacts with characters by keying in questions on a web application which are in turn voiced by the actresses. The objective is to ask meaningful questions that unlock certain key facts which reveal story and the character motivations. The game was premiered at the G4C Festival in New York City.
TEAM SIZE : 8 | GENRE : LIVE THEATER GAME ROLE : CREATIVE DIRECTOR |
PERSONAL CONTRIBUTIONS
- Creative lead for a team of 8 including three programmers, one designer, one artist and two actresses
- Designed and documented game flow including interaction mechanics, user interface design and narrative design
- Managed development of web portal for interaction and back end tool used to control game flow
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FIRST BORNFirst Born is a table top RPG campaign constructed based on the Cortex Plus game system. Constructing a tabletop campaign for a television franchise presents interesting challenges as the universe was originally conceived for linear storytelling. This implies an implicit tendency to design the campaign such that player agency is stripped away at crucial moments in service of narrative. One of the design mechanisms we utilized to resolve this drawback, was to construct detailed levels which leveraged on each character's unique abilities.
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THE COST'The Cost' is a 24 hour game jam game that won the diversity award at the Pittsburgh Global Game Jam. The Cost is a game about Diwali, an exemplification of the inherent tension between cultural paradigms in India and the general good of society. The sole game mechanic of "balance" is intended as a metaphor that one does come at the cost of the other, but neither can be discarded in entirety. The goal of the game is simple; two groups of people need to be kept happy and each has a satisfaction meter indicating the same. The young who want to enjoy the fireworks and the old who's health deteriorates as
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the fireworks go off. There are three firework modes - small, medium and large. The mode determines the rise or fall of the two meters. In small mode, both meters fall gradually. In medium mode, the happiness meter is static while health deteriorates fairly quickly. In large mode, the happiness meter rises while the health meter deteriorates rapidly. Finally, the ambulance becomes available periodically to restore a large amount of health. Both meter values need to be above threshold before the counter hits zero. The core engagement of the game is to figure out the right timing and sequence for transitioning from one mode to another and calling the ambulance. The strategy that we had in mind was to periodically transition to large mode which ups satisfaction but greatly lowers health. So you need to transition to large and transition out quickly while saving up and using the ambulance option immediately afterwards. As the core mechanic is balance, level design comprised primarily of nailing the rate of increase or decrease of the meters in each mode and how they changed over time.