This project was made to showcase and learn more about level designing and narrative designing. where most of the princeples of both of these fields have been applied and is one of the most enjoyable projects personally
A Nazi Experimental camp has been covertly operating for 30 years after the 3rd Reich because of a mad scientist and It got subjugated due to the leak of the gas that they were working on which numbs people’s senses. This set a distress call that got ignored due its desertedness and location After 4 years, We a determined state detective is being assigned in this so called rumour of a place to investigate and collect clues on, So find out the answers to the questions about some of the
characters and facility in the detective book Whilst also Figuring out a way to escape the facility
A very World driven concept than gameplay. The Entire concept is to support more elements and lore that’s happening around. A timid Squire, who accidentally loses his arm in knight training returns home only to see it in ruins, the cause being the strongest magic in the world which conjures chains and can chain up or curtail any magic and its contained in a grimore. It has been unsealed or broken out from the forbidden castle which no on has set foot on due to its cursed energy that makes people lose their minds or disappear and now, if the protagonist gets to know that the cause of their family and villagers disappearence is the grimore, will he muster the courage to enter the Keep’s castle and confront the grimore which no on has except its previous master and become one of the very few wizards in the world which is considered godly
This Project was a level selection screen for a mobile game about a freedom fighter during the 1850’s british time period. it is a 3rd person narrative driven shooter. This was made during my internship at polyphonic technologies. where i was just given the GDD and was told to figure out an innovative and a very optimised way to show the level selector screen with all the princeples of UI/UX design
This was made in 20 days, which included the ideation, the flow, initail draft, and after the approval of the pre production, Unreal engine prototype and photoshop UI elements design
An arcade Co-Op game where you and your partner shoot down aliens before they destroy your space station, So speed through space having total control over your space jet, dodging projectiles, Button mashing your wide range of bullets, Blasting waves of enemies to earn the ultimate title of the better alien killing spaceship
This game is made during the release of diablo 4 as a public brief to promote it where we had to add our own twist to the exsisting IP for mobile so i wanted to add miniature tilt shift camera with zoom and to capture a table top feel at the same time having a very unique look to it