Saurabh Gajwe

About

Level design grounded in making games.

I am a Level Designer and Gameplay Designer with experience across commercial mobile production, game jams, independent development, visual development, UI, teaching, and technical prototyping.

One design identity, supported by several production perspectives.

My primary work is designing levels and gameplay: defining the player's route, tuning challenge, testing how systems behave inside a space, and revising the result until the intended experience is readable.

My background in art, UI, implementation, and teaching supports that work. It helps me communicate visually, prototype directly in an engine, and discuss constraints with people working across design, art, and development.

From multidisciplinary production to dedicated level design.

  1. Level Designer, GlobalStep. Designing, testing, balancing, and finalizing levels for a confidential King mobile match-3 catalogue title.

  2. Senior 2D & Concept Artist, Okie Gaming. Remote concept development and visual iteration for a startup.

  3. Senior Faculty, Seamedu. Teaching UI/UX, 2D animation, 2D art, concept art, and structured idea generation.

  4. 2D Artist, Diastain Media. UI and environment production alongside Unity implementation and game-design responsibilities.

  5. Game Designer, Playzio. Paper-based game concepts, visual direction, and design exploration for mobile projects.

Start with the intended decision. Test what the player actually experiences.

I work from goals and constraints toward a playable layout. I use rules, difficulty targets, player flow, encounter or blocker placement, and the available systems to shape the first version.

Playtesting then becomes evidence. I look for blocked access, dead space, unintended states, unclear challenge, excessive grind, and moments where the space stops supporting the intended decision. The next version addresses those observations directly.

Art and development skills make design easier to communicate and test.

Art experience helps me judge composition, perspective, visual hierarchy, landmarks, UI clarity, and environmental readability. Development experience lets me assemble scenes, prototype interactions, test a design in context, and make small code changes when needed.

I position that experience as support for level and gameplay design—not as a claim to be an independent specialist in every discipline.

Level Designer first. Gameplay and technical prototyping next.

I am targeting international Level Designer and Gameplay Designer roles, with Technical Game Designer as a growth direction. My current personal work uses Godot for gameplay and systems prototyping, while my professional level-design work remains focused on production quality, balancing, and iteration.

Tools used to build, test, communicate, and iterate.

  • Engines: Unity, Godot
  • Level workflows: Unity Grid, ProBuilder, Terrain; Godot grids, tiles, nodes, and scenes
  • Scripting support: C# and GDScript code reading and small modifications
  • Visual tools: Photoshop, Procreate, Aseprite, Blender, Maya
  • Production: Jira, Microsoft Teams, Discord
  • Documentation: PowerPoint, Google Slides, Excel, Google Sheets, Prodrafts, Apple Notes

Based in India, available for international collaboration.

I am based in Nagpur, Maharashtra, India (IST, UTC+5:30). I can work flexible international hours, including schedules aligned with North American teams.

I am open to full-time, contract, and freelance opportunities. Remote work is preferred, and I am open to international relocation for the right role. My current notice period is three months and negotiable.