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About

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I am a Senior Level Designer with 8 years of experience making games.

My focus has been on creating worlds that integrate core mechanics, pacing, and difficulty curves to create a cohesive player experience.

I have enabled players to step into the role of an Elder Vampire in Vampire: The Masquerade – Bloodlines 2, and contributed to co-op scenarios where players collaborate to restore order within the Oldest House in FBC: Firebreak, developing mission-driven content that reinforces the pirate fantasy in Skull & Bones and allowing players to burn some rubber on the tracks of Trials Frontier.

I have been fortunate to work across a diverse range of projects, and I remain committed to refining my craft and taking on new creative and technical challenges.

PROJECTS

THE AGE OF BHAARAT

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More details on release....

FBC: FIREBREAK (2025)

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Link: Page


Job Title: Junior Level Designer


Contributions:  I contributed during early production to prototype missions and combat spaces. Designed level layout and encounter setup focused on three player co-op, establishing combat flow and readability within the Control universe.

Genre: FPS


Studio: Sumo Digital

Platforms: PC, PlayStation 5, Xbox Series X/S

Engine: Northlight

TRIALS FRONTIER (2014)

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Link: Page


Job Title: Junior Level Designer/ Level Designer


Contributions:  As a solo level designer on the team I owned the design and implementation of new tracks for live events. Tuned bike parameters of new bikes that supports competitive gameplay. Created special tracks and contributed to designing of sesonal game events.

Genre: Platform Racing


Studio: Ubisoft Entertainment

Platforms: iOS, Android

Engine: GeneTek

VAMPIRE : THE MASQUERADE-BLOODLINES 2 (2025)

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Link: Page


Job Title: Level Designer


Contributions:  Designed and blocked out missions and side quests. Worked on integrating the level, cutscenes, environment and implementing missions using custom mission scripting tool.

Genre: Action RPG


Studio: Sumo Digital (The Chinese Room)

Platforms: PC, PlayStation 5, Xbox Series X/S

Engine: Unreal Engine and proprietary scripting system

SKULL & BONES (2024)

Skull & Bones

Link: Page


Job Title: Level Designer


Contributions:  Collaborated with Ubisoft Singapore to design and implement open world quests, defining enemy encounters, fleet composition and formation. Conducted weekly playtest with other designers to refine combat balance, encounters and overall player experience.

Genre: Action RPG


Studio: Ubisoft Entertainment

Platforms: PC, PlayStation 5, Xbox Series X/S

Engine: Anvil

PRINCE OF PERSIA: THE SANDS OF TIME REMAKE

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Link: Page


Job Title: Level Designer


Contributions: This project was the remake of the classic 'Prince of Persia: The Sands of Time'. I designed and implemented traversal driven level blockout integrating parkour elements, traps and environmental puzzles while preserving original game's design intent. Conducted gameplay valuation with the team and to iterate on gameplay and player experience.

Genre: Action Adventure


Studio: Ubisoft Entertainment

Platforms: PC, PlayStation, Xbox Series X/S

Engine: Anvil

ANNOUNCED PROJECT:  NDA

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Link: Page


Job Title: Level Designer


Contributions:  Led design of an open world sub-region, establishing core, landmark and exploration. Designed point of interest, enemy encounters, and collectibles to organically guide the player. Collaborated with environment artists, mission designers to refine gameplay experience.

Genre: Action RPG


Studio: Sumo Digital

Platforms: PC, PlayStation 5, Xbox Series X/S

Engine: Unreal Engine

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