Design and UX Audit
A structured review of a build, prototype, onboarding flow, feature, tool or player journey.
- Recorded playthrough or walkthrough
- Design, UX and systems notes
- Priority fixes and opportunity map
I help teams turn unclear ideas, complex systems and early builds into playable, testable and easier-to-explain products.
Clear ways to bring in senior design help without turning it into a vague consulting engagement.
A structured review of a build, prototype, onboarding flow, feature, tool or player journey.
Turn an unclear mechanic, tool, learning loop or interaction model into something playable and testable.
Recurring design leadership for teams that need direction, critique, prioritisation and momentum.
For teams preparing a publisher demo, investor update, grant pitch, milestone review or public showcase.
Live sessions and custom learning formats for studios, colleges, festivals, accelerators and product teams.
A focused session for a specific decision, such as scope, positioning, design direction or next steps.
The value is in the combination: design judgment, hands-on making, technical understanding, visual direction and the ability to teach the team as the work moves forward.
Core loops, systems, onboarding, progression, economy, UX flows, player motivation and product clarity.
Unity, Godot, GameMaker, JavaScript, creative code, frontend thinking and prototype-minded engineering conversations.
Visual direction, interaction feel, storytelling through play, world-building and making systems legible.
Testing assumptions quickly through playable sketches, tools, flows, paper exercises and small interactive builds.
Design for children, learning goals, feedback loops, progression, curriculum constraints and classroom-friendly formats.
Critique, documentation, workshops, team alignment and making design decisions easier to discuss.
This is not the only thing I do, but it is a real advantage: I have repeatedly worked on products before the shape was obvious.
B2B tools and UX for operator-facing products, including analytics, data flows, communication flows, visual systems and frontend implementation.
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.
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.
Founding team work on a PC/console game and studio, shaping creative direction, product vision, systems, tools and player experience from the ground up.
Live workshops and custom course formats for studios, colleges, accelerators and industry programs. These can also become recorded or self-paced material when a partner wants to produce them together.
Learn game design through small playable exercises, critique and iteration rather than abstract theory alone.
Prototype decisions, test assumptions, build just enough, and avoid spending months on the wrong version of an idea.
Make systems understandable through flow, feedback, pacing, language, affordances and player-facing design.
Structure playtests, read feedback, separate opinion from evidence, and help teams learn from the game itself.
A few parts of my career that are especially relevant for teams looking for senior design, UX, prototyping, teaching or advisory support.
Lead and senior roles across mobile games, children’s learning games, indie games, interactive installations and PC/console sandbox work.
Long-running work as educator, mentor, organiser, speaker and curriculum builder across Indian and international game development spaces.
Author of Developing Turn-Based Multiplayer Games with GameMaker Studio 2 and NodeJS, plus long-time writer, speaker and explainer of game design, UX and creative technology.
Independent games, tools, utilities, prototypes, procedural experiments and web-playable work that show how ideas become testable artifacts.
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.
Early-stage games, playful tools, learning products, UGC systems, onboarding problems, prototype questions, pitch demos and teams that need senior design judgment.
Pure production outsourcing, art-only execution, code-only implementation, generic hiring replacement or projects where the design direction is already fully fixed.
Bring a build, deck, prototype, problem statement or rough idea. In a short fit call, we can decide whether an audit, sprint, workshop or retainer is the right shape.