Level Designer + Gameplay Designer

I build worlds worth exploring.

I design readable spaces, shape gameplay encounters, and build technical prototypes that turn ideas into playable experiences.

Chaos Island pixel-art world with an inhabited clearing and a lit campfire.World
The Chronarium particle simulation reorganizing around two influence fields.System
Bismuth Valley multi-storey side-view puzzle space with torches and environmental markers.Puzzle
Authored worlds, systemic prototypes, and spatial puzzles — selected from Chaos Island, The Chronarium, and Bismuth Valley.

Selected Work

Design decisions made playable.

Commercial production, level design, and rapid prototypes—presented with clear ownership and production boundaries.

Level Design · Commercial

Confidential King Match-3 Catalogue Title

GlobalStep · September 2021–Present

Designed and balanced approximately 260 released mobile levels, including five levels for a milestone episode and two boards within the 10,000th level.

NDA-safe presentation — game title and production media are confidential.

Gameplay + World Design · Solo Prototype

Chaos Island

Godot · Windows · In development

A publicly playable survival prototype combining island exploration, ecosystem behaviors, gathering, farming, crafting, and combat.

A pixel-art island clearing with animals, trees, a shelter, and a lit campfire.Campfire clearing
Inhabited island prototype · Original Chaos Island capture

Level Design · Game Jam

You Only Die Once

GMTK Game Jam · 2022

Designed and assembled three strategic 3D levels, shaping walkable paths, encounters, hazards, checkpoints, and an escalating difficulty curve within a 48-hour production.

A top-down strategic arena from You Only Die Once, with the die-shaped player positioned between two enemies.Designed encounter space
Level 2 encounter · Level design and assembly by Saurabh Gajwe; 3D assets and programming credited in the case study

Gameplay Systems · Technical Prototype

The Chronarium

An experimental particle ecosystem exploring emergent behavior through species-specific interaction rules, lifecycle systems, bubble fields, and optional flow-linked visualization.

The Chronarium simulation showing colored particles moving around two fields beside rule controls.Live system preview
Drift preset · Approved simulation capture · Runtime loads only after launch

Gameplay + Visual Design · Commercial

Dishoom: The Official Game

Diastain Media Pvt. Ltd. · 2017–2019

Created the complete UI and in-game background, then implemented a fuel-consumption system in Unity and C# for the shipped Android title.

Dishoom interface studies showing the store, title artwork, vehicle customization, and a gadget screen.Shipped interface work
Archived production presentation · UI by Saurabh Gajwe; vehicle assets credited to the project team's 3D artist

Level Design + 3D Art · Game Jam

Meltdown

Global Game Jam · 2017

Designed the complete single-room puzzle level and created original 3D elements for a playable black-hole-machine experience built around a signal-tuning mechanic.

View public project
The red-lit Meltdown puzzle room with its sine-wave monitor and signal-tuning device.Signal puzzle room
Archived jam capture · Single-room level and original signal device by Saurabh Gajwe; additional Asset Store and team work credited in the project record
View complete project library

Art + Visual Development

Worlds begin as images.

Original illustration and visual-development work supports how I communicate atmosphere, composition, and readable spaces.

Explore Artworks
Angulimala transforms from a red forest of violence into light as a garland becomes flowers.
Angulimala · Original digital painting · Procreate · 2023