Raunak Sinha
Game Designer and 3D artist
Game Designer and 3D Artist specializing in GDD writing and Level Design. Experience leading small teams to complete 10+ game jam prototypes with a focus on level design and mechanics.
Skills and software
A structured breakdown of core game design disciplines, collaborative production workflows, and software proficiencies from my resume.
Game Design
Core craft & systems
Workflow & Soft Skills
Collaboration & production
Software Proficiencies
Engines, 3D, Audio & Tools
Featured Projects
Core game design projects, playable releases, and level design prototypes showcasing GDD authoring, systems balancing, and team leadership.
Astro Tank
Authored the GDD for a 5v5 sci-fi PvP shooter; designed tank classes and combat mechanics. Created level designs and balanced core gameplay mechanics.
- Authored comprehensive Game Design Document (GDD) specifying 5v5 tactical shooter rules, objectives, and combat flow.
- Designed asymmetrical tank classes, specialized energy loadouts, and weapon balance curves.
- Architected planetary arena level layouts with tactical sightline control, verticality, and strategic choke points.
BEWARE THE UNKNOWN
Designed the GDD and level for a web-based 3D horror game. Modeled and integrated optimized 3D environment assets; designed ambient audio and UI sound effects to enhance player tension.
- Designed comprehensive GDD and pacing-driven spatial progression to maximize psychological horror tension.
- Modeled, textured, and integrated optimized low-draw-call 3D environmental assets for smooth web performance.
- Engineered dynamic spatial audio cues, ambient room tones, and atmospheric sound triggers.
Velocity Drive
Designed the GDD and leading a 7-person team to produce a complete asset pipeline (vehicles, tracks, UI) from scratch within Unity. Created and implemented 3D Assets for environment along with cars.
- Directing a 7-person multidisciplinary team through agile production milestones and Unity pipeline integration.
- Engineered custom vehicle handling physics, acceleration curves, and drift mechanics.
- Modeled, textured, and integrated optimized 3D environment tracks, modular vehicle chassis, and UI dashboards.
Leapbound
I worked as the Lead Game & Level Designer for this 3-day game jam. Leapbound is a troll, challenging 3D platformer with 3 levels, built on the Zimension web engine.
- Architected 3 distinct precision platforming stages with deceptive obstacles and comedic troll traps.
- Tuned jump physics, gravity weights, and player velocity parameters for strict mechanical difficulty.
- Built and deployed fully playable web prototype within rapid 72-hour game jam timeframe.
Grave Minute
As the Lead Game Designer, I defined the core gameplay, aesthetic, and feel. I was also responsible for developing the user interface and creating 3D art for the game.
- Formulated high-tension survival combat loop, enemy wave pacing, and resource economy.
- Created intuitive in-game HUD and UI elements for immediate player feedback under time pressure.
- Modeled, textured, and styled 3D environmental assets and atmospheric visual components.
Bubble Fair
I worked on this project as Lead Game Designer and Audio Designer. I developed this game with the concept in mind for casual players to enjoy together, featuring multiple mini-games on a single shared laptop keyboard.
- Conceived and structured accessible 2-player local co-op architecture utilizing a single laptop keyboard.
- Designed varied mini-game rule sets, party interaction systems, and casual scoring loops.
- Composed vibrant, cheerful soundscape and feedback chimes for multiplayer celebratory moments.
Totem Tumble
I worked as Lead Game Designer and Audio Designer for Totem Tumble, an element-based race to the end arcade game focusing on competitive PvP and racing dynamics.
- Designed competitive PvP racing mechanics and element-swapping systems.
- Produced custom sound effects and dynamic audio design to amplify arcade tension.
- Tuned course hazard pacing and player interaction balance for high replayability.
Let's Build Something Great
I'm always open to discussing new game design projects, creative ideas, or opportunities to be part of an ambitious game studio. Feel free to reach out.