I work across design, prototyping, technology, visual direction and education. That helps me move between strategy and implementation, and helps teams make decisions they can actually build from.
D
Design
Core loops, systems, onboarding, progression, economy, UX flows, player motivation and product clarity.
Visual direction, interaction feel, storytelling through play, world-building and making systems legible.
P
Prototyping
Testing assumptions quickly through playable sketches, tools, flows, paper exercises and small interactive builds.
L
Learning
Design for children, learning goals, feedback loops, progression, curriculum constraints and classroom-friendly formats.
M
Mentoring
Critique, documentation, workshops, team alignment and making design decisions easier to discuss.
0-to-1 experience
A recurring part of my work has been entering projects early, when the product, system or experience is not fully clear yet.
redBus
B2B tools and UX for operator-facing products, including analytics, data flows, communication flows, visual systems and frontend implementation.
BYJU’S / Tangible Play / Osmo
Games for the Osmo platform for children under 10, moving from early concepts through prototypes, playtests, learning goals, hardware constraints, interaction design and production handoff.
PlaySimple
Design leadership inside the New Games Group, taking multiple games from early idea and MVP through prototyping, validation, economy, progression, UX, content systems and scale.
Second Quest
Founding team work on a PC/console game and studio, shaping creative direction, product vision, systems, tools and player experience from the ground up.
Workshops, courses and curriculum
I run live workshops and custom course formats for studios, colleges, accelerators and industry programs. I can also work with partners to develop recorded courses, self-paced material or curriculum programs.
This builds on classroom education, curriculum development and skilling work across Srishti Manipal Institute of Art, Design and Technology (SMI), National Institute of Design (NID), Aptech, Arena and ongoing Talent & Skilling work with GDAI.
C1
Game Design by Making
Learn game design through small playable exercises, critique and iteration rather than abstract theory alone.
Live cohortCollege moduleCan become recorded
C2
Prototyping Before Production
Prototype decisions, test assumptions, build just enough, and avoid spending months on the wrong version of an idea.
Studio workshopFounder trainingDesign teams
C3
Game UX and Player Clarity
Make systems understandable through flow, feedback, pacing, language, affordances and player-facing design.
Live workshopAudit add-onCan become recorded
C4
Playtesting and Critique
Structure playtests, read feedback, separate opinion from evidence, and help teams learn from the game itself.
Studio trainingCommunity programDesign education
Background
A few parts of my career that are especially relevant for teams looking for senior design, UX, prototyping, education or advisory support.
G
Games and playful products
Lead and senior roles across mobile games, children’s learning games, indie games, interactive installations and PC/console sandbox work.
PlaySimpleBYJU’S / OsmoHashstashSecond Quest
E
Education and community
Long-running work as educator, mentor, organiser, speaker and curriculum builder across Indian and international game development spaces.
Independent games, tools, utilities, prototypes, procedural experiments and web-playable work that show how ideas become testable artifacts.
UnityGodotJavaScriptGameMakerCreative code
What to bring to a first call
A call works best when there is a concrete thing to look at: a build, deck, document, prototype, problem statement or decision the team is stuck on.
Good fit
Early-stage games, playful tools, learning products, UGC systems, onboarding problems, prototype questions, pitch demos and teams that need senior design judgment.
Less good fit
Pure production outsourcing, art-only execution, code-only implementation, generic hiring replacement or projects where the design direction is already fully fixed.
Let’s look at the problem.
Bring a build, deck, prototype, problem statement or rough idea. In a short fit call, we can look at what is stuck and decide whether an audit, sprint, workshop or retainer is the right shape.