Game design · UX · prototypes · teaching

Design help for games and playful products.

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

Good starting points
an early build needs direction a demo needs to communicate faster a system needs to become playable
20+years across games, UX, teaching and creative technology
0→1experience across B2B tools, children’s games, mobile games and PC/console work
Art + Codedesign direction, prototyping, writing, systems and team alignment

Services

Clear ways to bring in senior design help without turning it into a vague consulting engagement.

Starts at $2,500

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
Book a call about this
Starts at $3,500

Prototype Sprint

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

  • Playable prototype or interaction mock
  • Design notes and assumptions
  • Next-step production recommendations
Book a call about this
Starts at $4,000 / month

Fractional Design Lead

Recurring design leadership for teams that need direction, critique, prioritisation and momentum.

  • Weekly design review
  • Systems, UX and feature direction
  • Mentorship and documentation support
Book a call about this
Custom

Pitch and Demo Review

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

  • Player promise and narrative clarity
  • Demo risk and pacing review
  • What to show, cut, explain or polish
Book a call about this
Custom

Workshops and Courses

Live sessions and custom learning formats for studios, colleges, festivals, accelerators and product teams.

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

Advisory Call

A focused session for a specific decision, such as scope, positioning, design direction or next steps.

  • Bring a build, deck, document or question
  • Leave with clearer options
  • Good as a low-friction first step
Book a call about this

What I bring to the work

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.

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.

Art

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

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.

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

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.

This builds on classroom teaching, curriculum development and skilling work across Srishti, 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, teaching 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

Teaching 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 decide whether an audit, sprint, workshop or retainer is the right shape.

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