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MY PROFESSIONAL WORK

Real Racing 3

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About the game:

Real Racing 3 is the award-winning franchise that sets a new standard for mobile car racing games. With a strong emphasis on authenticity, the game bring in all the latest manufacturer onto world famous tracks - putting together Real cars. Real people. Real Races!

My responsibilities: 

In my capacity as a design generalist at Real Racing 3, I have worked across multiple systems and with a large interdisciplinary team in the following capacity:

  • Feature Design

    • Work with Product Managers and Data Analysts to identify problem areas in the game and subsequently brainstorm and propose solutions that suit the scenario

    • Create and pitch design solutions to major shareholders

    • Work with a large interdisciplinary team to ensure the full design intent is translated into the game​ through a thorough GDD

    • Follow through from concept to shipping and help the team maintain the vision of the feature

  • Content design

    • Design and tune cars with accurate stats​

    • Create multiple live content and events

  • Quest & Narrative design​

    • Create handcrafted quests to engage players ​

    • Create unique narratives with in-game NPCs to supplement the quests

    • Design quest sinks to maintain the in-game economy balance

The Sims Mobile

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About the game:

The renowned Sims brought to your phone! Create amazing Sims, give them unique personalities, and customize their world from the comfort of your phone!

My responsibilities: 

In my capacity as a content designer at The Sims Mobile, I took charge of the content pipeline in the following capacity:

  • MTX Design

    • Formulated unique and thematic MTX packs for the "balcony" feature to engage players and increase store revenue (with success!)

  • ​Content design

    • Design battle pass cadences for multiple updates​

    • Create custom characters (with fun backstories) for the battle pass

    • Create custom houses for the newly created characters to be sold as MTX/ given as battle pass rewards

    • Keep an open channel of communication with content creators with every update, gather feedback and resolves conflicts (along with marketing and community team)

    • Creating narrative chains for new items with custom animations​​

Word Trip

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Feature Improvements: Surfacing and matchmaking logic of "Gold Rush"

About the game:

A top grossing word anagram game that combines the simple act of forming words with a breathtaking journey around the world. With realistic backgrounds and soothing music, Word Trip is the perfect game for you to unwind and relax to.

My responsibilities: 

In my capacity as a primary designer on Word Trip I was responsible for the following:

  • Feature Design:

    • Advocated for and introduced Social Mechanics into the game through a "clubs" feature that brought together our players into social groups where they could help each other out and plan their participation in team events.

    •  Created a gacha based avatar collection event aimed at increasing player engagement and long term retention.

      • This was layered on top of the social mechanics to improve player immersion and promote a healthy competition on leaderboards that ultimately led to an increase in LTV.​

  • Feature improvements:​​

    • Leaderboard events: The matchmaking logic was improved and the leaderboard segmentation was revised in the "Leagues" event to increase player participation through a more fair traversal across leagues based on player progress.​

    • Piggy Bank: The Piggy Bank that existed in the game was revamped with a tiered piggy bank scheme along with better surfacing of the full piggy bank. The increased value of purchasing the Piggy Bank led to increased IAP revenue and greater movement of players to higher tiers.

  • ​Content design

    • Design 3000+ word puzzles

    • Designed scalable difficulty curves for the game that enabled a much better progression among players and drastically reduced drop offs.​​

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Feature Design: Clubs Social Feature

Store Improvements

Crossword Jam

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About the game:

A top grossing word anagram game that combines the simple act of forming words with a breathtaking journey around the world. With realistic backgrounds and soothing music, Word Trip is the perfect game for you to unwind and relax to.

My responsibilities: 

In my capacity as a primary designer on Crossword Jam I was responsible for the following:

  • Feature Porting:

    • Ported multiple features from Word Trip while tweaking the design to ensure they were suited to the new systems. These included

      • Letter Hunt - collection event.​

      • Piggy Bank

      • ​End game content loops

      • Jigsaw Event 

  • ​Content design

    • Design 3000+ word puzzles

    • Designed scalable difficulty curves for the game that enabled a much better progression among players and drastically reduced drop offs.​​

STUDENT PROJECTS

Fumble

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About the game:

A simple 2D platformer that explores the use of sight (or rather a lack of it) to play with progression using the simplest of platforming. A game where you have to backtrack through darkness, with only the characters footsteps, environmental clues as well as the players memory to rely on.

My responsibilities: 

This was a solo dev project for which I worked on all aspect including:

  • Development: This game was made with unity 2D

  • Art: All the art and animations was made on Adobe creative suite

  • Sound design: The sound design was done on Audacity

This game was a part of the student delegation of  the National Institute of Design and showcased at the Indian Game Developers Conference Expo Floor. 

Trailer

Gameplay

Plan Bee

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About the game:

A mixed media card game aimed at educating young children on the direct impact of pollinators on the food we eat. The game has both digital and physical components which are tied together using Augmented Reality.

My responsibilities: 

On this project I was the developer and game designer. My responsibilities included:

  • Development: This project was developed on Unity with the AR component supplemented by open GL and Vuforia.

  • The system was designed to be finite to cause a sort of implosion of the ecosystem representative of real life scenarios - this induced a teaching moment.

  • The system included a thriving marketplace where crops were traded and converted to food. The crops depended on a random box gacha inspired system of pollinators.

Plan Bee Documentation

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