Hello! Here you will find a comprehensive collection of my professional, personal & student experiences. Each position has been an important part of my career, and provided important tools to develop both personally and professionally. If you’re interested in references or learning more about my background, feel free to contact me directly.

ZYNGA

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PERSONAL PROJECTS

STUDENT PROJECTS

CSR 2
JUNE 2021 - PRESENT

CSR 2 is the first game I have ever worked on in a professional environment. Starting my first job remotely was very hard and challenging, especially as a Producer. But as time went by and with the help of the amazing team, I was able to adapt and contribute to the team very quickly.

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THE LAST OF US PART II
LEVEL DESIGN PROJECT

Being a huge fan of the Last of Us series and the brilliance of their level design, I had always been temped at the idea of creating a small level sequence of my own. Hence, I went ahead and created a small level based in the world of The Last of Us Part II.

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TRAP DROID
GAME JAM WEEK 2017, RUBIKA INDIA

Trap Droid is a local multiplayer, 1v1 Arcade Game that was developed during the Game Jam Week organised by our University in 2017. The theme of the Game Jam was "I am here, but you are not". The game is a race to the top where the players may activate various traps along the way to hinder the opponent's progress.

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CONSCIOUS
GLOBAL GAME JAM 2018

Conscious is a Physics based 3D Puzzle Platformer made during the Global Game Jam 2018 where the theme was "Transmission". You play as a robot that cannot move and hence use the powers of surrounding robots to help you reach your goal.

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DARK ZERO LIGHT
EPIC MEGA JAM 2017

Dark Zero Light was developed for the Epic Mega Jam 2017 where the theme was "However vast the darkness, we must supply our own Light". The game is a 3D Puzzle Platformer where the player must try to reach his/her end goal by solving the various puzzles blocking his/her path.

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A SOUL'S JOURNEY
KINGSTON UNIVERSITY DISSERTATION PROJECT

A Soul's Journey is a rework of my previous game, Morphy. After receiving many positive comments on Morphy at Develop:Brighton, I decided to act on the feedback received and also gave the game a story and added many more levels and features.

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MORPHY
KINGSTON UNIVERSITY

Morphy is a 2D Puzzle Platformer game where the player is given the opportunity to create his/her own path to reach their goal. To aid in this, a number of different platforms of different abilities are provided in the player's inventory which they are allowed to place at certain pre-defined locations.

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SPACE DOC!
RUBIKA INDIA - 3RD YEAR FINAL PROJECT - GAME FOR KIDS

Space Doc! is a Puzzle game targeted towards children aged between 6 & 10 years. The player is a "Space Doctor" who is on a mission to heal sick planets. We made the use of Augmented Reality in this project which was a very new and upcoming form of technology in 2018.

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MARIO LEVEL DESIGN
RUBIKA INDIA - 1ST YEAR - LEVEL DESIGN MODULE

As part of the Level Design module in our first year, we were supposed to design two levels for Super Mario Bros - Wii. I was told to make levels for the World of Mountains, Caves and Cliffs - Levels 1 & 4.

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RAISE THE ALARM
RUBIKA INDIA - 3RD YEAR - SERIOUS GAME

Raise the Alarm is a Serious Game made on the topic "Awareness of littering". This was the very first game I worked on that was made solely for mobile devices and it helped me learn a lot about how mobile game development works.

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WHITESPELL
RUBIKA INDIA - 2ND YEAR - METROIDVANIA

WhiteSpell is a 2.5D Metroidvania game where the player plays as an Android, Ava, whose objective is to resurrect the Tree of Life. I worked on various aspects of this game - Game Design, Level Design, Sound Design and 3D Animation.

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TRIBE WARS
RUBIKA INDIA - 1ST YEAR - FINAL PROJECT - TOWER DEFENSE

Tribe Wars is a Tower Defense game developed on Stencyl Engine. I was the sole programmer for this project which was also my first real taste at Game Programming.

Usually Tower Defense games have pre-defined paths set by the level designer, but, with Tribe Wars, we wanted to give this flexibility to the player.

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