
Fragmented
A first-person atmospheric walking simulator exploring dynamic world reconstruction and environmental stability mechanics.
01 — Studio Experience
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.
Shipped Titles & Studio Systems

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

Contributed to live-ops content integration, story progression milestones, and economic configuration for narrative TriPeaks solitaire title.
Engineered an automated AI-assisted pipeline tool leveraging Computer Science background (Python & C#) to eliminate the primary bottleneck in chapter integration.
Conducted in-depth market research and gameplay deconstructions of top-grossing casual titles to guide internal feature and live-ops strategies.
02 — Selected Games & Prototypes

A first-person atmospheric walking simulator exploring dynamic world reconstruction and environmental stability mechanics.

An unconventional top-down crowd simulator where emotions roam, collide, and evolve—triggering chaos or harmony in a reactive sandbox world.

A 2D puzzle-platformer where you navigate darkness as a shadow-sabotaging character using dynamic light-based mechanics.

A 3D local co-op platformer where two players navigate a shared world connected by a physical LineRenderer tether.

A 2D suspense shooter and prop-hunt game where you hunt suspicious objects that move only in the dark.

A fast-paced 2D platformer where Barry must escape a burning facility before time runs out.

A 3D first-person shooter where you play as Cupid matching heart types based on randomized orders.

A top-down procedural shooter featuring modular weapon crafting with 16+ combinations across procedurally generated planets.

A 2D Action RPG featuring 70+ animation transitions, hand-crafted sprite sheets, and custom 2D lighting.
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
Toolbox & Technologies
04 — Education
B.A. in Game Design
Berlin, Germany
Focused on game systems design, level pacing, interactive mechanics, and rapid gameplay prototyping.
First Year B.Tech, Computer Science Engineering
Dehradun, India
Foundational computer science, OOP, algorithms, and C++/Python engineering.