Game Design · UX · Prototypes · Education

Seasoned design support for games, prototypes & playful products.

I help teams turn early ideas, rough builds and complex systems into playable, testable and easier-to-explain products.

Book a call if:
Your build needs direction. Your demo needs clarity. Your system needs to become playable.
20+ yearsacross games, UX, education and creative technology
0 → 1experience across B2B tools, educational game, games for children, mobile and PC games
Vision → Buildcreative direction, prototyping, code and team alignment

Services

Choose a focused review, a prototype sprint, a workshop, or ongoing design support.

Starts at $1,500

Design and UX Audit

A structured review of a build, prototype, onboarding flow, feature, tool or player journey.

You get a clear read on what is working, what is confusing, and what to fix first.

  • Recorded playthrough or walkthrough
  • Design, UX and systems notes
  • Priority fixes and opportunity map
Book a call about this
Starts at $3,500

Prototype Sprint

Turn an early mechanic, tool, learning loop or interaction model into something playable and testable.

Useful when the team needs to test an idea before committing production time.

  • Playable prototype or interaction mock
  • Design notes and assumptions
  • Next-step production recommendations
Book a call about this
Starts at $3,000 / month

Fractional Design Lead

Ongoing senior design support for teams that need direction, critique, prioritisation and momentum without hiring full-time.

Ideal for teams that need consistent design leadership without the commitment of a full-time hire.

  • Weekly design review
  • Systems, UX and feature direction
  • Mentorship and documentation support
Book a call about this
Starts at $2,000

Pitch and Demo Review

For teams preparing a publisher demo, investor update, grant pitch, milestone review or public showcase.

The goal is to make the project easier to understand, evaluate and believe in.

  • Player promise and narrative clarity
  • Demo risk and pacing review
  • What to show, cut, explain or polish
Book a call about this
Starts at ₹1.5L / $2,000 per day

Workshops and Courses

Live sessions, custom learning formats and curriculum development for studios, colleges, accelerators and industry programs.

Designed to equip teams and individuals with practical skills and insights.

  • Game design and prototyping
  • Playtesting and critique
  • Game UX, onboarding and systems
Book a call about this
Custom

Advisory Call

A flexible session for questions that do not fit neatly into the other formats.

  • Bring a build, deck, document, site, course plan or question
  • Use it for scope, positioning, design direction or next steps
  • Good as a low-friction first conversation
Book a call about this

Why this combination helps

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.

Design

Core loops, systems, onboarding, progression, economy, UX flows, player motivation and product clarity.

Technology

Unity, Godot, GameMaker, JavaScript, creative code, frontend thinking and prototype-minded engineering conversations.

Creative Direction

Visual direction, interaction feel, storytelling through play, world-building and making systems legible.

Prototyping

Testing assumptions quickly through playable sketches, tools, flows, paper exercises and small interactive builds.

Learning

Design for children, learning goals, feedback loops, progression, curriculum constraints and classroom-friendly formats.

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.

Game Design by Making

Learn game design through small playable exercises, critique and iteration rather than abstract theory alone.

Live cohortCollege moduleCan become recorded

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

Game UX and Player Clarity

Make systems understandable through flow, feedback, pacing, language, affordances and player-facing design.

Live workshopAudit add-onCan become recorded

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.

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

Education and community

Long-running work as educator, mentor, organiser, speaker and curriculum builder across Indian and international game development spaces.

gamedev.inBYOGGlobal Game JamGDAI skilling

Hands-on making

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.

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