Abhinandan Mehta

Game Designer
Berlin, Germany

Designinggame worldsthat feel alive.

01 — Studio Experience

Commercial Game Design

Intern Game Designer & Level Designer

SOFTGAMES·Berlin, Germany
September 2025 — February 2026

Contributed to Live Ops-driven casual instant games at Softgames GmbH, the world's largest HTML5 instant game developer. Bridged narrative storytelling and core gameplay across flagship titles Matching Moments and Solitaire Home Story. Engineered a proprietary AI content pipeline tool that slashed chapter turnaround from 8–12 hours to 2 hours, conceived and balanced 30–50 commercial Match-3 levels applying Flow Theory and Skinner Box reinforcement schedules, and analyzed player retention using Tableau heat maps.

75%+Turnaround Slashed8–12h manual chapter setup reduced to 2h via custom Python & C# tool
15+Narrative Chapters ShippedAreas 5, 6, & 7 (Chapters 13–28) delivered ahead of narrative writing schedule
30–50Levels Designed30–50 Match-3 layouts conceived, iterated, and balanced for live pacing
2Flagship Live-Ops TitlesCross-functional content integration for Matching Moments (MEHO) & Solitaire Home Story (SOHO)

Shipped Titles & Studio Systems

Matching Moments cover
SOFTGAMES LiveNarrative Match-3

Matching Moments

Executed end-to-end technical content implementation and core level design for narrative-driven Match-3 and home renovation title using Softgames' proprietary editor.

  • Shipped Areas 5, 6, and 7 (Chapters 13 through 28), placing hundreds of unique 2D/isometric spatial assets to ensure environmental storytelling and character consistency.
  • Conceived, iterated, and balanced 30–50 commercial Match-3 levels applying Flow Theory and Skinner Box reinforcement schedules (Hard every 5th, Super Hard every 9th level).
  • Implemented 'Three-State' decoration logic (Options A, B, C) per asset ensuring visual harmony, zero clipping, and player aesthetic agency.
  • Monitored player drop-off points, revenue triggers, and retention metrics (ARPDAU / ARPPU) using Tableau heat maps.
Live Platforms
Facebook Instant GamesPogoDiscordMicrosoft StoreCrazyGames / WebAzerion Network
  • Match-3 Level Design
  • Flow Theory
  • Three-State Decor
  • Tableau Heat Maps
  • In-House Editor
  • F2P Retention
Solitaire Home Story cover
SOFTGAMES LiveTriPeaks Solitaire

Solitaire Home Story

Contributed to live-ops content integration, story progression milestones, and economic configuration for narrative TriPeaks solitaire title.

  • Cross-functional content integration during high-pressure delivery cycles, configuring story chapters and room asset placement.
  • Implemented tiered pricing and currency triggers (e.g., State 1: 0 coins, State 2: 100 coins, State 3: 300 coins) balancing accessibility with monetization hooks.
  • Maintained ludo-narrative harmony by ensuring scene spatial composition reflected character arcs without intrusive exposition.
Live Platforms
Facebook Instant GamesPogoDiscordMicrosoft StoreCrazyGames / WebGoogle Play / App Store
  • TriPeaks Solitaire
  • Game Economy Hooks
  • Spatial Design
  • Live-Ops
  • Player Progression
Proprietary Pipeline Tool · Python & C# Automation

AI Content Integration Tool

Engineered an automated AI-assisted pipeline tool leveraging Computer Science background (Python & C#) to eliminate the primary bottleneck in chapter integration.

  • Automated 2D coordinate mapping of asset placement directly from metadata, eliminating manual coordinates input.
  • Scripted automatic 'Three-State' trigger and economic hook generation, achieving zero human data-entry error in monetization setups.
  • Automated dialogue pose matching, detecting character facial expressions and poses corresponding to narrative lines.
  • Slashed implementation time from 8–12 hours to 2 hours per chapter (75%+ speedup), creating a studio 'Content Buffer' ahead of the writing team and prompting a creative promotion from the Senior Lead Designer.
  • Python
  • C#
  • Workflow Automation
  • AI Tooling
  • Pipeline Optimization
  • Procedural Tooling
Market Research & Behavioral Economics

Competitive Market Research & Systems Deconstruction

Conducted in-depth market research and gameplay deconstructions of top-grossing casual titles to guide internal feature and live-ops strategies.

  • Deconstructed market leaders Royal Match and Gardenscapes, analyzing player frustration vs. reward loops and emotional pacing.
  • Applied economic theory of Loss Aversion to analyze streak-continuation mechanics and near-miss level outcomes.
  • Synthesized findings into strategic slides and pitched original season pass and mini-game event features for Matching Moments.
  • Market Deconstruction
  • Loss Aversion
  • Progression Loops
  • Behavioral Economics

02 — Selected Games & Prototypes

Games I've Designed

03 — About

A bit about
how I design

I'm a Game Designer based in Berlin with hands-on commercial and rapid-prototyping experience designing gameplay systems, progression loops, and interactive mechanics. I combine player-centered design iteration with analytical problem solving—turning high-level concepts into balanced, playable systems.

Through commercial studio work at SOFTGAMES and a rigorous cadence of 'Game a Week' prototypes, I have developed a strong practical foundation in level design, difficulty pacing, custom designer tooling, and reactive mechanics in Unity & C#. I strive to design games that feel responsive, cohesive, and deeply memorable.

Core Design Focus

  • Game Design & Level Design
  • Gameplay Systems & Mechanics
  • Progression Loops & Difficulty Balancing
  • Rapid Prototyping (Unity & C#)
  • Designer Tooling & Pipeline Automation
  • Spatial Design & Environment Decor

Toolbox & Technologies

Engines, Tools & Software

Unity
C#
VS Code
Maya
Photoshop
Illustrator
After Effects
Git
GitHub
Jira
Python
C++
Tableau
Procreate

04 — Education

Where I studied

University of Europe for Applied Sciences

2023 — 2026

B.A. in Game Design

Berlin, Germany

Focused on game systems design, level pacing, interactive mechanics, and rapid gameplay prototyping.

UPES — University of Petroleum and Energy Studies

2022

First Year B.Tech, Computer Science Engineering

Dehradun, India

Foundational computer science, OOP, algorithms, and C++/Python engineering.