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Live-OPs Systems Designer: PlayStation, London Studios
As a systems designer for an online game, my core responsibilites included designing, documenting and presenting the Progression Systems, Meta Systems and live-op best practices. My focus was to understand player behavior to create modular systems that were scalable and highly engaging. For the same, I collborated with Analytics teams, Design, Game and Live-OPs Leadership to gather insights and tailor the design experience.

Associate Game Designer: EA
As the sole designer in charge of project transitition from Australia to India, my focus was to ensure content delivery and quality was maintained, making tool improvements and utilizing in-house tools to create new and support UGC content for Players.

Associate Game Designer:
EA
My core responsibilities ofr C&C included Designing, Balancing and releasing new units while collborating with moderators in the community.

Associate Game Designer: nCore Games
As an indie developer, I had the freedom to set the groundwork for the live-ops release cycle, and co-design Combat, AI and Encounter design basics. I was responsible for designing the Rest Mechanic in the Campaign mode.

Associate Game Designer: Glu Mobile, EA
Designed the Qluzo Companion Feature along with a small strike team to long-tail the engagement on the project. Worked along with the Project Manager to hit specific project goals and to balance economy. I was also awarded for the feature development on this project.

Associate Game Designer: Glu Mobile, EA
On this project I got to balance and design Player Stats, Rewards and Payouts

Associate Game Designer: Glu Mobile, EA
The first game that I worked on, Deer hunter Classic allowed me to create data driven game play elements like different encounters, balancing meta systems and currencies, operating and controlling store elements, sales and setting up events.
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