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  • Email
  • World Building

  • Scene Composition

  • Environment Storytelling

  • Landscape | Terrain Editing

  • Single Player Design

  • Multiplayer Design

  • Rapid Prototyping

  • Scripting | Visual Scripting

  • Design Documentation

  • Audio Design

  • Animation

  • Cinematics | Matinee/Level Sequence

  • Level Lighting

  • UE4 Material Editing

  • BSP | White box | Grey box

  • 3D Modeling

  • Unwrapping | Texturing

  • Quality Assurance (QA)

  • Agile | Scrum

  • AR/VR Development

  • Perforce

  • Jira

  • Auto desk 3DS Max | Maya

  • Adobe Photoshop | Illustrator

  • Adobe Premier

  • Audacity

  • Wwise

  • Crazy Bump | xNormals

  • Substance Painter

  • Quixel Suite

  • Microsoft Office Suite

  • Unreal Engine 4

  • Unity 5

  • Creation Kit (Skyrim, Fallout 4)

  • Hammer Editor (Half-Life 2)

  • Chrome Engine 6 (Dying Light)

  • Source

  • Radiant

  • Galaxy Map Editor

  • CryEngine

  • UE4 Blueprints | UE3 Kismet

  • Papyrus (Creation Kit)

  • Hammer I/O

  • LUA

  • Chrome 6 (Dying Light)

  • C#

  • Phone
  • Email
  • LinkedIn - Profile

+1 9723704168


Download Resume


Call of Duty Black Ops: Cold War | Treyarch - Activision Blizzard

  • Design point on The Pines responsible for designing and blocking out battle spaces with good flow

  • Designed, detailed, and polished multiple areas in 8 maps in collaboration with Art and Design

  • Point design closer on Diesel responsible for map close, design updates, detailing, and clipping

  • Collaborated with other disciplines to create levels that are fun, look great, and run well for the players

  • Created one sheet 2D designs during initial map idea generation phase for production

Level Designer | Radiant Editor | PC, PS4, XBOX | 2019 - Present

7 Days to Die | The Fun Pimps

Level Designer | Custom Mod Tool (Unity 5) | Steam, PS4, Xbox | 2019

  • Built new level POIs using Voxel-based architecture from design concept to polish stage

  • Amended existing designs focusing on gameplay restructuring, enhancing exploration, and aesthetics

  • Iterated design and flow based on players and the Senior Level Designers play-test feedbacks

Interactive VR | Grove Jones 

Level Designer | Unity 5, UE 4 | 2018 - 2019

  • Designed layouts and build levels from concept to polish on 3 Interactive VR projects

  • Created custom particle & audio FX and integrated them into the projects

  • Cross-discipline communication regarding UI Design, Gameplay, Mechanics and Art Creation

  • Responsible for custom collision design and optimizations


Level Designer | Cinematic Scripter | Re:Bound  (3D, Action Adventure)

  • Shaped three levels using mod-kits and integrated them into the central hub world

  • Collaborated with other designers to create multiple puzzles and game-play features

  • Animated objects & cameras using Matinee/Level Sequence for engagement & immersion

  • Worked with the lead artist to perform aesthetic passes on all levels & maintain the art style

Unreal Engine 4 | 17 Developers | PC, PS4 | 2018

Multiplayer Level Designer | Auxilium  (3D, FPS, Multiplayer CTF)

Unreal Engine 4 | 50 Developers | PC | 2017

  • Responsible for designing and developing the Cargo Hangar core level layout

  • Assisted other level designers to improve and balance the fun game-play experience

  • Produced materials and constructed blueprints to control conveyance of dynamic level events

  • Modeled proxy 3D assets for hero pieces and level specefic props with detailed measurements

Level Designer | Audio Designer | Potion Motion  (2D, Puzzle)

Unity 5 | 4 Developers | 2 Months | Android | 2016

  • Paper designed three levels and further developed them digitally using Photoshop

  • Edited audio & sound FX using Audacity and integrated them into the project

  • Designed and communicated the in-game menu system with the artists and programmer

  • Assisted the game designer with puzzle design and flow for all the levels


Master's Thesis | Dead Valley (3D, FPS, Open World Survival Horror, Action Adventure)

Dying Light Developer Tools | PC | 2017 - 2018

  • Developed a small open world map with interior and exterior spaces

  • Populated the world with props and effects to simulate a natural immersive & engaging world

  • Set up good sight-lines and landmarks to direct players to their objective without HUD elements

  • Scripted a cut scene to show the player their objective

  • Structured a multi quest stage to give the player a sense of accomplishment and progression

The Last Spirit Prison (3D, Open World RPG, Action Adventure)

Skyrim Creation Kit | PC | 2017

  • Assembled a level using mod-kits and props, further integrating it into the Skyrim world

  • Worked on polishing the aesthetics and game-play of the interior dungeon and exterior island

  • Designed the quests with custom weapons as rewards for level progression

  • Scripted a two phase mini-boss fight to spawn an additional enemy on the second phase

  • Scripted AI spawn sequences with added visual juice effects and game-play puzzle elements

Hyperion Battleship (3D, FPS, Multiplayer CTF)

Unreal Tournament 4 | PC | 2016

  • Drafted a 5v5 player map on paper and further developed it digitally

  • Outlined and maintained a design document throughout the projects development phase

  • Modeled and textured 75% of the required assets including Mod-kits and props

  • Scripted an elevator system at the center of the map to enhance game-play engagement

  • Worked on lighting, material editing, and animations for level dynamics, aesthetics and juice

  • Master's in Interactive Technology for Level Design

  • Minor: Art & Scripting

  • Thesis: Directing Players Across a Small Open World Using Good Sight-lines and Landmarks

The Guildhall at SMU | Texas - USA (2016 - 2018)

  • Bachelors of Arts (Hons) in Digital Media for Game Design

  • Minor: 3D Art Creation

ICAT Design and Media College | Bangalore - INDIA (2011 - 2014)

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