My Independent Projects
Following are projects I’ve independently created - during my free time and game jams - to sharpen my techniques, expand my skillset, and grow as a designer in a competitive industry.
01
Zimension community driven project
Role - Gameplay and Systems Designer
- Building a Multiplyaer Third Person Shooter from scratch to put the engine under real-world pressure.
- Pre-production - Conducted target-audience research using Bartle’s player typology to guide game pre-production decisions
- Conceptualization of mechanics, systems and setting, with MDA framework
- Level designing
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​Team Size - 10
- One Creative Director
- One Tech lead
- Two Game Designers (including myself)
- One programmer
- One UX/UI Designer
- One 3D Artist
- One Sound Artist
- One Project Manager
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Project Duration - 3 milestones within a span of 9 months
- Free for all
- Team deathmatch
- Battle Royal
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Engines and Tools used - Miro, Google Docs​​


02
Tuning Samurai
Try it here
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Role - Gameplay Designer, Level Designer, and Production Manager:
- Came up with the Game concept - a Casual Action game - accordance with the theme of the game jam BYOG 2022 - "It does sound like me"
- Designed the Core loop, gameplay, and levels around the concept
- Desgined the story and Main Menu UI
- Designed the 3D art of the Tuning Fork weapon and the colouration of the Game
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Platforms - Windows
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Team Size - 4
- One Game Designer (myself)
- One Unity Programmer - Harpreet Johal
- One 3D Artist - Sudeep Gunda
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Project Duration - 2 Days (Game Jam duration) but we are continuing our work on further levels and polishing
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Engines and Tools used - Unity, Maya, Photoshop, Microsoft Word, Excel, and Powerpoint
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03
Office Chaos
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Role - Gameplay and Systems Designer
- Conceptualized and prototyped a board game within a 10-day Board Game Jam.
- Also showcased in GamingCon 2025 and Meeplecon 2026
- Designed the game with a focus on introducing unique mechanics and a theme that feels relatable
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​Team Size - 3
- One Game Designer (myself)
- Two other Game Designers and Artists - Soring Phonglo and Atish Tripathi
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Project Duration - 10 Days (Game Jam duration)
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Engines and Tools used - Miro, Photoshop, Blender, Gemini
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04
Egg Roll Ascend
Try the prototype version here
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Role - Solo Game Designer and Developer
- The core aim of this project is to design meaningful levels and build a complete game through smart, thoughtful design - even with limited game-engine and technical knowledge
- Designing levels that flow naturally
- Crafting satisfying player movement
- Using Blueprints to bring interactions to life
- Turning simple concepts into engaging gameplay
- Asset Flipping
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​Team Size - 1
- One Game Designer and Developer (myself)
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Project Duration - Flexible / Free-time development
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Engines and Tools used - Unreal Engine 4, Sketchfab, Google Sheets​​



