Project library

Work, with the boundaries intact.

Professional production, spatial design, and playable systems. Each entry separates my contribution from team work and keeps NDA or ownership limits visible.

Level Design · Commercial

Confidential King Match-3 Catalogue Title

GlobalStep · September 2021–Present

Designed and balanced approximately 260 released mobile levels, including work on a milestone episode and the 10,000th level.

NDA-safe summary. The game title and production media remain confidential.

Gameplay + World Design · Solo Prototype

Chaos Island

Godot · Windows · In development

A downloadable pixel-art survival prototype connecting exploration, ecosystem behaviors, gathering, farming, crafting, and combat inside an evolving island world.

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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 around a die-driven action-point system, then rebuilt inaccessible and low-value routes after playtesting.

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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.

Play in Browser
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. · October 2017–January 2019

Created the UI and in-game background, then implemented a five-charge fuel and session-pacing system in Unity and C# for a shipped Android title.

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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 a complete single-room puzzle space and created original 3D elements for a black-hole-machine experience built around signal tuning.

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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

Supporting work

Puzzle + Level Design · Solo Prototype

Bismuth Valley Demo

2017 · Windows

Built a multi-storey puzzle-adventure demo in Unity and PlayMaker, from 3D assets and character rigging to a connected torch, password, pressure-plate, and door sequence.

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Bismuth Valley side-view prototype showing a character, platforms, torches, and color-based puzzle markers.Environmental puzzle
Solo Unity and PlayMaker prototype · Level, assets, rigging, and puzzle flow by Saurabh Gajwe

Gameplay + Visual Design · Game Jam

Cell Hell

Global Game Jam · 2018

Contributed the defensive arena and placement layout, UI, cell artwork, animation, worldbuilding, and visual decisions to a four-person Unity jam project.

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The red pixel-art Cell Hell title frame from the archived game-jam presentation.Game-jam archive
Archived title frame · Arena, UI, cell artwork, and animation contributions by Saurabh Gajwe; team roles remain credited in the project record

Game Concept + Visual Assembly · Game Jam

In for a Surprise?

BYOG · 2022 · Windows

Originated the two-player spoof-dialogue concept, created and assembled collage-based character and level visuals, and contributed layout decisions in Unity.

Presented without third-party entertainment imagery.

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