Saurabh Gajwe

Professional · Shipped Android title · 2017–2019

Dishoom: The Official Game

UI, visual design, and a production gameplay system delivered inside a three-person Unity team.

Overview

An arcade driving shooter built around weaponized vehicles.

Dishoom was released on Google Play and was later delisted after it was no longer maintained. Public APK copies and a client-uploaded video may still exist, but this page relies on my preserved project evidence.

Company
Diastain Media Pvt. Ltd.
Official title
2D Artist
Platform
Android
Tools
Unity, C#, Photoshop, Maya

My contribution

Interface, environment presentation, and session pacing.

I created the complete UI screens and elements, designed the in-game background, and contributed game, environment, and character design work. I also designed and implemented the fuel-consumption system in Unity and C#.

The system started players with five fuel charges, consumed one per run, and required a wait when fuel reached zero. Its purpose was to regulate session length without adding another menu-driven task.

Production boundary

A small team with explicit ownership.

The project team consisted of me, one programmer, and one 3D artist. I owned the work stated above. The programmer handled the remaining code and the 3D artist produced the vehicle assets. We worked side by side, shared builds through source control, and tested changes locally before committing them.

The screenshots show complete game screens. They are evidence of my UI and system work, not a claim that every visible asset or line of code is mine.

Project evidence

Archived production screens.

UI and gameplay screens from my archived portfolio. I created the UI screens and elements; vehicle models were produced by the team's 3D artist.
Fuel, garage, and gameplay presentation. I implemented the five-charge fuel system and created the interface; remaining game code was handled by the programmer.
Weaponized-vehicle concepts presented in my original Dishoom project portfolio. The final visible 3D assets belong to the project team, not solely to me.

What it demonstrates

Working across disciplines without blurring responsibility.

The project shows that I can translate gameplay rules into a readable interface, implement a bounded gameplay system, maintain visual consistency, and coordinate closely with programming and 3D production in a small commercial team.

View the client-uploaded EROS Universe video ↗