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Image by Karthik Balakrishnan

THE JOURNEY

Where it all started ?

The Childhood

Like many kids, I was first drawn into games through titles like Road Rash, NFS II, and Assassin's Creed. I didn’t really understand what I was doing, I just knew it was fun. But it wasn’t until years later that I started seeing games differently. Titles like Marvel Contest of Champions, Ori and the Blind Forest, Tomb Raider and God of War really stuck with me. They weren’t just fun, they were beautiful, emotional, and so well put together.
I started noticing the little things, how movement felt, how the world was built, how music kicked in at just the right moment. That’s when I began wondering:

What makes a game feel this good? Who decides where every moment goes?

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That curiosity became something more. I wanted to understand how games are made, so I pursued a Bachelor’s in Computer Science at SRM Institute of Science & Technology in Chennai, India. After graduating, I moved to Vancouver, Canada, to study game development full-time. I enrolled in the Advanced Game Development program at Kwantlen Polytechnic University’s Centre for Entertainment Arts, where I spent two years learning everything from design, art and programming. We were trained in every aspect of game development to understand what goes into creating a complete game. This gave me a broader perspective on how games are made and helped me learn different disciplines, making it easier to collaborate with others during development.

The Hard Yards

The In-Between World

During that time, I also worked part-time at The Rec Room, a games arcade in Brentwood, Burnaby. Spending time at the arcade exposed me to a wide range of casual players, people who weren’t necessarily gamers but just wanted to have a good time. Watching their reactions helped me realize that the core of great game design lies in how it makes people feel. It’s not always about complex mechanics sometimes, it’s just about creating moments of fun and joy. That’s what inspired me even more, the idea of designing games that can connect with anyone, regardless of their gaming background.

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The Present

Right now, I’m working part-time at The Rec Room while actively looking for my first full-time role in the games industry. It’s not always easy juggling work, staying motivated, and managing finances but I'm here to learn and grow as much as possible personally and also would like to spend my time developing more games.

I’m ready to contribute, to learn, and to grow alongside a team. I’ve spent the last few years sharpening my skills, building projects, and figuring out what kind of designer I want to be.

I know breaking into this field takes time. But I’m not going anywhere. I’m still learning, still making, and more driven than ever to be part of something cool and fun.

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That's enough about me. Lets move to some of my sidequests

SYSTEM/TECHNICAL  DESIGN

System and technical design are about making the game feel right, how mechanics connect, how AI reacts, and how progression keeps players engaged. To dive deeper, I used Machinations to map out and balance gameplay systems, built AI behaviour trees to define enemy patterns, and broke down core features to understand what keeps mechanics fun and intuitive. It gave me a solid foundation in how systems shape player experience under the hood.

NARRATIVE DESIGN

Narrative design is about crafting the world  that players step into, shaping the stories, characters, and choices that give gameplay emotional weight. I designed my own quest within Assassin’s Creed Odyssey using Ubisoft’s story creator tool, learning how dialogue, branching choices, and pacing shape interactive storytelling. I also created an original game world, The Rise of the Cirrini, where I wrote the main narrative, created characters and factions, built lore and setting, and structured a full three-act plot. These projects taught me how to build worlds that feel alive and stories that stay with the player.

LEVEL DESIGN

Level design is all about shaping the player’s journey through thoughtful layouts and challenges. I designed my own 2D level layout for a Mario game and brought it to life within the Mario world, focusing on pacing and player flow. I also created a level for Spark, our student project inspired by Spyro the Dragon. I used the existing assets and built the environment in Unreal Engine. These experiences taught me how to craft engaging spaces that guide players naturally and keep them hooked.

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Bonus stuff you didn't ask for but you might love.

It's the

Time

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