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- HomePage | Bhaskara
The Dark Arrival Felines of Sarvia Cat Town Mobile The Dark Arrival 1/7 All Videos All Videos Play Video Facebook Twitter Pinterest Tumblr Copy Link Link Copied Search videos Search video... Now Playing end result 00:08 Play Video Now Playing Cinematic_169_wideangle_202507301805 00:08 Play Video Now Playing Jul_28__0010_45s_202507301800_7e06v 00:44 Play Video Now Playing A_wide_169_202507301805 00:08 Play Video Get to Know Me I started out as a competitive esports player, chasing precision and pressure on digital battlegrounds. That passion for systems and strategy led me to study computer science — but I found myself more drawn to the spaces where code met creativity. That’s where game design took hold. Since then, I’ve worked across multiplayer, RTS, and casual genres — building experiences that players not only enjoy but remember. I’ve designed core systems, shaped live operations, and contributed to games that made people laugh, compete, and connect. Today, I’m building AA-quality horror titles as a Creative Director at Vault Games Studio — while also crafting social media strategies that turn audiences into communities. Some days I’m writing lore or prototyping a mechanic. Other days I’m directing trailers, running influencer campaigns, or fine-tuning brand narratives. None of it came overnight. Every milestone has been built through long hours, self-learning, and a genuine love for the craft. I care deeply about what players feel, how they engage, and the stories we leave behind. When I’m not working, I’m usually cooking spicy Indian food, hiking somewhere quiet, or trying to translate game mechanics into daily life — because some habits are hard to turn off. Timeline ShowReel MY GAMES With over 8 years of experience in the gaming industry, I've contributed to a diverse range of titles across genres and platforms, including AA games developed with Unreal Engine and Unity in both 2D and 3D environments. My work spans from early concept and game mechanics design to full-scale production, always with a focus on delivering immersive and visually compelling player experiences. Throughout my career, I’ve collaborated closely with cross-functional teams to bring creative visions to life, and have helped shape multiple successful game launches. Below is a selection of titles I've worked on, showcasing my journey through the evolving world of game design. CLICK HERE DESIGN Skills Software & Tools Proficiency Game Engines: Unity Unreal Engine 5
- cat town mobile | Bhaskara
Cat Town Mobile This is a casual game where players can collect, raise, and interact with various cats. Players build and manage their own cat-themed town, run pet stores, and keep their feline friends happy and healthy. The game includes features like mini-games, concerts, and various adventures to enhance engagement. It has become popular among cat lovers for its playful and engaging gameplay. Official Game link : Click here My role & Responsibilities as Game Designer Unique Level-Up System : Developed a unique level-up system for different cat breeds, ensuring balanced and strategic gameplay catering to varied player preferences and styles. Gameplay Design : Designed intricate gameplay mechanics blending real-time decision-making with casual management, providing a deep and immersive experience distinct from traditional casual games. Experience Design : Enhanced the player's journey through thoughtful experience design, making each interaction engaging and meaningful from the tutorial phase to advanced gameplay. Continuous Iteration and Tweaking: Maintained an iterative design process, constantly refining gameplay elements based on player feedback and testing to meet player expectations and industry standards. Cross-Functional Collaboration : Collaborated closely with art, development, UI, and marketing teams to ensure cohesive game development, involving regular communication and collaborative problem-solving. Real-Time Strategy Integration : Integrated real-time strategy elements to allow players to make strategic decisions in managing their cat town, adding depth and complexity appealing to casual and strategy enthusiasts. Comprehensive Playtesting: Led comprehensive playtesting sessions to gather feedback and data, which were used to refine and enhance the game, including organizing beta tests and analyzing player behavior to improve the overall gameplay experience. GALLERY Click on images to view the gallery
- Narrative Design | Bhaskara
NARRATIVE DESIGNER As a Narrative Designer, I craft stories players don’t just read—they live through. My role blends writing, level design, psychology, and game systems to create emotionally grounded experiences that unfold through player action. With a background in competitive gaming and game design, I understand pacing, silence, and player agency as storytelling tools. Narrative design isn’t just dialogue—it’s the intersection of worldbuilding, mechanics, and mood, turning every moment into part of the narrative arc.
- Games | Bhaskara
GAMES READ MORE YOUTUBE LINKS STEAM WISHLIST READ MORE YOUTUBE LINKS READ MORE READ MORE READ MORE GRANNY RUN Genre: endless 3D runner TRUCK SIMULATOR 3D Genre: Truck Driving Simulator Genre: Military TrainingSimulator MILITARY ACADEMY 3D SWORDS OF NEOM Genre: Third Person Combat DRAGON RIVALS Genre: Third Person Combat STYLESCAPE 3D Genre: 3D Puzzle Match game FARM CONNECT Genre: 3D Puzzle Match game WORDMASTER Genre: 3D Word Puzzle game FIND THE HIDDEN CAT Genre: Hidden Puzzle Game Up
- Cricket Stars | Bhaskara
Cricket Stars Cricket Stars is the worlds first strategy collectible card game of Cricket. Player vs player matchups, esports tournaments enable players to showcase their cricketing knowledge. Indian cricket fans can also participate in College, City and National level esports Championships. Some of the best and biggest game influencers of India played against each other in a showdown of Cricket skills in the unique strategy game of Cricket Stars. Official Game link : Click here My role & Responsibilities as Game Designer Innovative Game Concept: Led the design of a first-of-its-kind game that merges CCG (Collectible Card Game), RTS (Real-Time Strategy), and turn-based sports mechanics to create an engaging cricket game for players with advanced gameplay knowledge. Unique Level-Up System: Developed a unique level-up system for each side, ensuring that gameplay remains balanced and strategic, catering to the distinct playstyles and skills of different players. Wireframe Design: Created detailed wireframes to outline the user interface and gameplay flow, ensuring a smooth and intuitive user experience. These wireframes served as the blueprint for the development and design teams. Gameplay Design: Designed intricate gameplay mechanics that blend real-time decision-making with turn-based strategy, offering a deep and immersive experience that differentiates the game from traditional sports titles. Experience Design: Focused on enhancing the player’s journey through thoughtful experience design, ensuring that each interaction within the game is engaging and meaningful, from the tutorial phase to advanced gameplay. Economy Design: Crafted a robust in-game economy that balances progression, rewards, and monetization. This included designing currency systems, in-game purchases, and reward structures that enhance player engagement and retention. Continuous Iteration and Tweaking: Maintained an iterative design process, constantly tweaking and refining gameplay elements based on player feedback and testing. This agile approach ensured the game evolved to meet player expectations and industry standards. Cross-Functional Collaboration: Worked closely with art, development, UI, and marketing teams to ensure cohesive game development. This involved regular communication, feedback sessions, and collaborative problem-solving to align on the game’s vision and execution. Real-Time Strategy Integration: Integrated RTS elements to allow players to make strategic decisions in real-time, adding a layer of depth and complexity to the game that appeals to hardcore strategy enthusiasts. Comprehensive Playtesting: Led comprehensive playtesting sessions to gather feedback and data, which were used to refine and enhance the game. This included organizing beta tests, analyzing player behavior, and implementing changes to improve the overall gameplay experience. GALLERY Click on images to view the gallery
- design | Bhaskara
GAME DESIGN PRODUCTION & PIPELINE STRATERGIES Every mechanic starts with a question — I design through play, feedback, and creative iteration. View More NARRATIVE DESIGN Psst.. want to read a really bad story ? why don't you click and check if it's really that bad View More SOCIAL MEDIA MARKETING Where content meets community — I craft campaigns that connect emotionally and perform numerically. View More User Interface & User Experience Interfaces that disappear into the experience — every element placed with purpose, every flow player-first. View More
- Sia's Story | Bhaskara
Sia's Story "Sia's Story" is an engaging 2.5D platformer puzzle game set for PC and console, where players embark on an emotional journey with Sia, a courageous sister determined to ensure the safety of her younger brother. Together, they must outsmart and evade a group of relentless adversaries as they navigate through a series of challenging puzzles and treacherous environments. ( Currently Work in Progress) My role & Responsibilities as Designer Story Development : Developing a rich and emotional narrative that captures the bond between Sia and her brother. Creating backstories for both main characters and the antagonists, adding depth to their motivations and personalities. Dialogue Writing : Writing engaging and authentic dialogue that reflects the characters' personalities and advances the plot. Ensuring that conversations between Sia and her brother highlight their relationship and build emotional investment for the player. World-Building: Designing a believable and immersive game world that enhances the narrative. Crafting detailed descriptions of environments, integrating visual and auditory elements that contribute to the game's atmosphere. Puzzle Integration : Collaborating with the game design team to ensure that puzzles and platforming elements are woven into the narrative. Creating scenarios where the story and gameplay challenges complement each other, enhancing player immersion. Cutscenes and Cinematics : Planning and scripting cutscenes and in-game cinematics that drive the story forward. Working closely with animators and voice actors to bring these moments to life, ensuring they are impactful and memorable. Character Development : Focusing on character arcs, particularly Sia’s growth as she faces adversity. Ensuring her journey is relatable and inspiring, fostering a strong connection with players. Emotional Engagement : Crafting moments of tension, relief, and triumph to keep players emotionally engaged. Using narrative techniques to build suspense and provide satisfying resolutions to story arcs. GALLERY Click on images to view the gallery
- User Interface | Bhaskara
UI DESIGN UI & UX DESIGN welcome to User Interface & User Experience Design I design game wireframes that map out clear player flows, intuitive HUDs, and responsive menus. My wireframes focus on usability, readability, and layout logic—laying the foundation for immersive gameplay experiences across platforms. UI MINDMAP USER EXPERIENCE 1 Order of Images for FTUE Flow for Crypto Dragon game 2 16 1 Order of Images for FTUE Flow for Crypto Dragon game 1/16 FIRST TIME USER EXPERIENCE - 4X DRAGON GAME 1 2 39 1 1/47 FTUE FLOW OF A CCG GAME The FTUE guides players through key mechanics—exploration, territory control, dragon growth, and resource use—via a story-driven tutorial. UI highlights, tooltips, and subtle prompts help players build nests, hatch dragons, and claim land, ensuring they understand the core loop within minutes. The FTUE walks players through building their career from rookie to club player. It introduces club selection (like guilds), starter card packs, and lineup creation. The UI flow guides them step-by-step—joining a club, unlocking their first player cards, and customizing a team—culminating in their first competitive match. Tooltips and highlights keep onboarding fast, clear, and rewarding. How do you transform a heartfelt story about Grandpa’s forgotten café and a few lost kittens… into an engaging idle tycoon game that onboards players intuitively — without relying on a single pop-up tutorial? The goal: blend narrative, emotion, and interaction into a seamless FTUE (First-Time User Experience) that teaches through doing, not telling. Every UI element had to support story progression while gradually revealing core mechanics like serving, renovating, upgrading, and earning — all within a cozy, pet-filled world. How do you design an intuitive, scalable inventory system for a top-down action game — when each weapon has 5 tiers of skins, and each skin includes multiple cosmetic effects, attachments, and upgrades? In this project, inspired by Mighty Doom, I focused on solving for clarity within complexity. The system needed to handle: Multiple weapon slots (primary, secondary, special) Tiered skins with progression logic Visual cosmetic customization (colors, effects) Slot-based body armor UI (head, torso, legs, etc.) All without overwhelming the player ?? MY APPROACH Modular UI Panels: Each weapon and armor slot opens into a layered panel with tabbed views — allowing quick access to skins, effects, and stats. Clear Tier Hierarchy : Color-coded and icon-based tier indicators to help players instantly recognize rarity and progression. Inline Previews: Live 3D model preview slots for cosmetics, to reduce menu hopping and improve visual feedback. Minimal Tap Depth: Designed interaction flow to keep essential actions within 2 taps, avoiding buried menus. Consistency with Theme: UI art style, font weight, and button feedback were all tuned to match the gritty, mechanical feel of a top-down sci-fi shooter. A complex inventory system doesn’t have to feel complex. By structuring layered customization into clear, visually rewarding flows, I turned an overwhelming array of upgrades into a system that feels collectible, intuitive, and satisfying — especially for fast-paced, loot-driven gameplay.
- Jungle book | Bhaskara
Jungle Book Runner: Mowgli and Friends Based on the hit animated TV series. The Jungle Book by DQ Entertainment (DQE), Jungle Book Runner is an exciting endless runner featuring Mowgli and all his friends, set in the lush jungle. My Role & Responsibilities : Game and level Designer UI and Art Asset Design: Collaborated on defining the UI and art asset requirements to align with the overall game theme, ensuring a cohesive visual experience. Achievements and Rewards System: Designed a comprehensive list of achievements and their corresponding rewards, enhancing player motivation and engagement . Mathematical Model Development: Developed the underlying math model to balance gameplay mechanics and progression. Sound FX and Visual FX Design: Spearheaded the selection & integration of sound and visual effects to elevate key in-game events and player interactions. Screenshots
- Granny Run Game | Bhaskara
Granny Run official link My Role & Responsibilities : Game and level Designer Economy Design: Developed the in-game economy, balancing currency systems, power-up pricing, and reward structures. Designed progression and monetization strategies, ensuring player engagement and retention. Marketing Campaign: Spearheaded a digital marketing campaign, targeting social media platforms, app stores, and gaming forums. Implemented cross-promotion strategies with influencers to boost visibility and downloads. SEO Visibility: Optimized the game’s app store listings, including keywords, descriptions, and metadata to enhance search visibility. Monitored app performance using ASO tools, improving rankings and user acquisition. Analytics: Set up and analyzed game metrics, tracking player behavior, retention, and monetization. Used data-driven insights to refine game features and improve player experience. Design Inputs: Collaborated with the design team to provide feedback on level design, character animations, and UI/UX elements. Suggested the integration of seasonal themes and events to keep content fresh and engaging. Playtesting: Conducted extensive playtesting sessions to identify bugs, balance issues, and usability improvements. Gathered feedback from beta testers, ensuring the game’s final version was polished and well-received. Screenshots
- Dragon Rivals | Bhaskara
Dragon Rivals: Elemental Combat My Role & Responsibilities : Game and level Designer UI and Art Asset Design: Collaborated on defining the UI and art asset requirements to align with the overall game theme, ensuring a cohesive visual experience. Achievements and Rewards System : Designed a comprehensive list of achievements and their corresponding rewards, enhancing player motivation and engagement . Mathematical Model Development: Developed the underlying math model to balance gameplay mechanics and progression. Sound FX and Visual FX Design : Spearheaded the selection & integration of sound and visual effects to elevate key in-game events and player interactions. Screenshots
- Dark Runner | Bhaskara
Dark Runner My Role & Responsibilities : Game and level Designer 1. Visual Design: Collaborated with the art team to develop the visual style of the game, ensuring it matched the fantasy theme of adventuring warrior cats. Provided feedback on character designs, UI/UX elements, and environmental aesthetics to enhance player immersion. 2. Concept Points: Contributed to the overall concept of the game, including the idea of guild management, adventurer classes, and quest mechanics. Helped define the narrative background, establishing the world of Sarvia and the role of adventuring guilds within it. 3. Scalability Factors: Designed game mechanics that allowed for scalable growth of the guild, ensuring that players could expand and improve their guilds over time. Implemented features that accommodated both casual players and more dedicated gamers, allowing for different levels of engagement. 4. Economy Design and Stats Balance: Developed the in-game economy, balancing resource generation, quest rewards, and guild upgrades. Ensured that the stats for each adventurer class (Mage Knight, Fighter, Field Medic, Cleric) were well-balanced, allowing for strategic gameplay and variety in team composition. Fine-tuned the reputation system, linking it directly to the availability of quests and guild upgrades. 5. Quality Testing: Conducted thorough playtesting to identify and resolve bugs, balance issues, and gameplay inconsistencies. Gathered player feedback during beta testing phases to make necessary adjustments and improvements before the final release. Ensured that the game offered a polished experience, with smooth progression and minimal technical issues. Screenshots