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