Creative game designer with experience in creating immersive worlds and storylines. Expertise in World Building, Level design,Game Progression, Post Production
Nitish Reddy
Game Designer
Game Designer
Designer Generalist
Creative game designer with experience in creating immersive worlds and storylines. Expertise in World Building, Level design,Game Progression, Post Production
As the game designer for Mr. Sniper, I was responsible for creating the overall concept and gameplay mechanics for the game. This included designing the levels, defining the objectives and challenges, and implementing the mechanics for the sniper rifle and other weapons.
Challenges
One of the biggest challenges I faced was finding the right art style for the game. After experimenting with different approaches, we ultimately settled on a stylized 3D look that provided a pleasing visual experience for players.
ArtstyleAs a game designer working on Cube Strike, my main responsibility was to oversee the overall design and mechanics of the game. I had to ensure that the game was both fun and challenging, while also ensuring that it was accessible to a wide range of players.
Level Design
As a level designer on Cube Strike, my role was to create interesting and challenging levels that would keep players engaged and excited to progress through the game. I worked closely with the game's mechanics and design teams to ensure that each level had a unique layout and set of challenges that would test the player's abilities and encourage them to experiment with different cube powers. I also had to balance the difficulty of each level to ensure that it was challenging but not frustrating for players. Throughout the development process, I iterated on each level to ensure that it was both fun and balanced.
UI Design
As a UI designer on Cube Strike, my role was to create an intuitive and user-friendly interface that would allow players to easily navigate the game and access all of its features. I worked closely with the game's art and design teams to create a cohesive and visually appealing interface that matched the game's style and theme. I also had to ensure that the interface was easy to use and understand, even for players who were new to the game. Throughout the development process, I iterated on the UI to ensure that it was both functional and visually appealing, and I tested it with different groups of players to get feedback and make improvements.
Challenges
One of the main challenges that I faced while working on Cube Strike was finding the right balance between difficulty and accessibility. I wanted the game to be challenging enough to keep players engaged and interested, but not so difficult that it would turn them off. To achieve this, I had to iterate on the game mechanics and test it with different groups of players to find the right balance.
Another hurdle that I faced was designing the different powers that players could assign to their cube. Each power had to be unique and useful in different situations, while also being balanced so that no single power would be overpowered compared to the others. I worked closely with the game's development team to ensure that each power was implemented correctly and that it had the desired effect on gameplay.
Throughout the development process, I also had to ensure that the game had a cohesive art style and visual design that was appealing to players. This involved working closely with the art team to create concept art and assets that matched the game's theme and style.
Summary
Overall, working on Cube Strike was a challenging and rewarding experience. It required a lot of iteration and testing to get the game mechanics and balance right, but seeing players enjoy the game and its unique powers made it all worthwhile.
As a game designer, my role in the production of the Casual Delivery game, "Deliver 3D", was to come up with the overall concept and design of the game. This included determining the gameplay mechanics, level design, and user interface (UI).
Challenges
One of the challenges I faced during the production of "Deliver 3D" was the decision to go for a stylized, visually pleasing game art. This was a departure from the more realistic art styles seen in similar games, and it was a challenge to make it work effectively in the game. However, with persistence and collaboration with the development team, we were able to create a unique and eye-catching game art that was well received by players.
Another challenge I faced was in creating the levels for the game. Fortunately, I had worked on a similar project before, which helped me to understand the design challenges and come up with solutions more quickly. This allowed us to create a wide range of levels that offered a satisfying gameplay experience for players.
As a game designer, my role in the production of the Stunt Crash game, "Total Crash", was to come up with the overall concept and design of the game. This included determining the gameplay mechanics, level design, and user interface (UI).
Challenges
One of the biggest challenges I faced during the production of "Total Crash" was in designing the levels for the game. This involved creating a wide range of obstacles and challenges for players to overcome, as well as ensuring a smooth and satisfying gameplay experience. Through collaboration with the development team, we were able to create a diverse set of levels that offered a challenging and rewarding gameplay experience for players.
Another challenge I faced was in designing the game UI. This included creating intuitive and user-friendly menus, buttons, and icons, as well as ensuring a smooth user experience throughout the game. With persistence and attention to detail, we were able to create a clean and intuitive UI that enhanced the overall gameplay experience.
As a game designer, my role was to envision and create the overall design of the game, including mechanics, systems, and rules. In the case of Moto Trail Xtreme, this involved coming up with the concept of a stunt riding game, deciding on the game's goals and objectives, and determining the game's mechanics and rules. This may have included creating physics-based controls for the motorcycle, designing a variety of stunts and tricks that players can perform, and implementing a scoring system to reward players for successful stunts.
Level Design
As a level designer, my role was to create the individual levels of the game. This involved designing the layout of the levels, placing obstacles and power-ups, and setting the difficulty of the levels. In the case of Moto Trail Xtreme, this may have included creating a variety of environments for players to ride in, such as forests, mountains, and urban areas, as well as designing challenging and dynamic tracks that provide opportunities for stunts and tricks.
UI Design
s a UI designer, my role was to create the user interface of the game, including the menus, buttons, and other on-screen elements. In the case of Moto Trail Xtreme, this may have involved creating a user-friendly and visually appealing UI that is easy for players to navigate and interact with. This may have included designing the in-game HUD, creating intuitive button layouts for controlling the motorcycle, and implementing a system for displaying the player's current score and other important information.
Challenges
During the production of Moto Trail Xtreme, I faced a number of challenges as a game designer, level designer, and UI designer. For example, creating levels for a stunt riding game can be complex and may require a high level of spatial reasoning and puzzle-solving skills. Additionally, creating a user-friendly and visually appealing UI that is easy to use and navigate can be a challenge, especially in a fast-paced game like Moto Trail Xtreme. Finally, technical challenges such as ensuring smooth and stable performance on a variety of devices and creating beautiful visuals may have also been an issue.
Summary
Overall, working on a Stunt Riding game like Moto Trail Xtreme was a combination of creativity, problem-solving skills, and technical expertise to overcome the various challenges faced during production and Proud of the Final Game
As the game designer, I was responsible for overseeing the overall vision and direction of the game. This included creating the game concept, defining the gameplay mechanics and rules, and ensuring that the game was fun and engaging for players.
Challenges
One of the key challenges faced was landing the perfect 2D toon art style for the game. After experimenting with various styles, ultimately settled on a whimsical and vibrant look that perfectly captured the spirit of the game.
ArtstyleAs the game designer, I was responsible was responsible for overseeing the overall vision and direction of the game. This included creating the game concept, defining the gameplay mechanics and rules, and ensuring that the game was fun and engaging for players.
Challenges
One of the challenges I was responsible faced during the project was balancing the difficulty of the game. The goal was to create a challenging experience for players, but not make it so difficult that it becomes frustrating and unenjoyable. Another challenge was ensuring that the game ran smoothly on a variety of different devices and hardware configurations.
As a game designer, my main role in the production of the Casual Puzzle Delivery game, "Let's Deliver", was to come up with the overall concept and design of the game. This included determining the gameplay mechanics, level design, and user interface (UI).
Challenges
One of the biggest challenges I faced during the production of "Let's Deliver" was the decision to go for a minimal pastel art style. It was a challenge to make this style work effectively in the game, but in the end, it resulted in a cute and visually pleasing game art that was well received by players.
Another challenge I faced was in creating the mechanics for the game. This was a new experience for me, and it took some trial and error to get the mechanics to work smoothly. However, with persistence and collaboration with the development team, we were able to create a fun and engaging gameplay experience.
As a game designer on the Puzzle Color Sorting game, "Color Loop Sort", my main role was to come up with the overall concept and design of the game. This included determining the gameplay mechanics, level design, and user interface (UI).
UI Design
In addition to my role as a game designer, I also served as the UI designer for "Color Loop Sort". This involved creating an intuitive and user-friendly interface that would allow players to easily navigate the game and access its various features.
Challenges
One of the key challenges I faced during the production of "Color Loop Sort" was to create a simple yet engaging gameplay mechanic that would keep players hooked. I spent a lot of time experimenting with different mechanics and ultimately settled on the color sorting mechanic, which proved to be a great fit for the game.
Another challenge I faced was in creating the levels for the game. I had to carefully balance the difficulty of each level to ensure that players were consistently challenged, but not frustrated. I also had to come up with interesting level designs that would keep players engaged and motivated to continue playing.
As a game designer, my role in the production of the Casual Racing Ramp game, "Mega Ramp SUV", was to come up with the overall concept and design of the game. This included determining the gameplay mechanics, level design, and user interface (UI).
Challenges
One of the biggest challenges I faced during the production of "Mega Ramp SUV" was in creating the levels for the game. This involved designing a wide range of obstacles and paths for players to navigate, as well as ensuring a smooth and challenging gameplay experience. Through collaboration with the development team, we were able to create a diverse set of levels that offered a satisfying gameplay experience for players.
Another challenge I faced was in designing the game UI. This included creating intuitive and user-friendly menus, buttons, and icons, as well as ensuring a smooth user experience throughout the game. With persistence and attention to detail, we were able to create a clean and intuitive UI that enhanced the overall gameplay experience.
As a game designer, my role in the production of the fun 2D puzzle game, "Draw Bee", was to come up with the overall concept and design of the game. This included determining the gameplay mechanics, level design, and user interface (UI).
Challenges
One of the biggest challenges I faced during the production of "Draw Bee" was in designing the levels for the game. This involved creating a wide range of obstacles and challenges for players to overcome, as well as ensuring a smooth and satisfying gameplay experience. Through collaboration with the development team, we were able to create a diverse set of levels that offered a challenging and rewarding gameplay experience for players.
Another challenge I faced was in designing the game UI. This included creating intuitive and user-friendly menus, buttons, and icons, as well as ensuring a smooth user experience throughout the game. With persistence and attention to detail, we were able to create a clean and intuitive UI that enhanced the overall gameplay experience.
As a game designer, my role was to envision and create the overall design of the game, including mechanics, systems, and rules. In the case of Find Match 3D, this may have involved coming up with the concept of a 3D match 3 game, deciding on the game's goals and objectives, and determining the game's mechanics and rules.
Level Design
As a level designer, I'm responsible for creating the individual levels of the game. This may involve designing the layout of the levels, placing obstacles and power-ups, and setting the difficulty of the levels. In the case of Find Match 3D, this may have involved creating a variety of 3D environments for players to match objects in, as well as ensuring that the levels are challenging but not impossible to complete.
UI Design
As a UI designer, I'm also responsible for creating the user interface of the game, including the menus, buttons, and other on-screen elements. In the case of Find Match 3D, this may have involved creating a user-friendly and visually appealing UI that is easy for players to navigate and interact with.
Challenges
During the production of Find Match 3D, we have faced a number of challenges. For example, creating levels for a 3D match 3 game can be complex and may require a high level of spatial reasoning and puzzle-solving skills. Additionally, creating a user-friendly and visually appealing UI that is easy to use and navigate can be a challenge, Finally, technical challenges such as ensuring smooth and stable performance on a variety of devices may have also been an issue.
Summary
Overall, working on a Fun 3D Match 3 game like Find Match 3D would require a combination of creativity, problem-solving skills, and technical expertise to overcome the various challenges faced during production.
As a game designer, my role was to envision and create the overall design of the game, including mechanics, systems, and rules. In the case of Moto Trail Xtreme, this involved coming up with the concept of a stunt riding game, deciding on the game's goals and objectives, and determining the game's mechanics and rules. This may have included creating physics-based controls for the motorcycle, designing a variety of stunts and tricks that players can perform, and implementing a scoring system to reward players for successful stunts.
Level Design
As a level designer, my role was to create the individual levels of the game. This involved designing the layout of the levels, placing obstacles and power-ups, and setting the difficulty of the levels. In the case of Moto Trail Xtreme, this may have included creating a variety of environments for players to ride in, such as forests, mountains, and urban areas, as well as designing challenging and dynamic tracks that provide opportunities for stunts and tricks.
UI Design
s a UI designer, my role was to create the user interface of the game, including the menus, buttons, and other on-screen elements. In the case of Moto Trail Xtreme, this may have involved creating a user-friendly and visually appealing UI that is easy for players to navigate and interact with. This may have included designing the in-game HUD, creating intuitive button layouts for controlling the motorcycle, and implementing a system for displaying the player's current score and other important information.
Challenges
During the production of Moto Trail Xtreme, I faced a number of challenges as a game designer, level designer, and UI designer. For example, creating levels for a stunt riding game can be complex and may require a high level of spatial reasoning and puzzle-solving skills. Additionally, creating a user-friendly and visually appealing UI that is easy to use and navigate can be a challenge, especially in a fast-paced game like Moto Trail Xtreme. Finally, technical challenges such as ensuring smooth and stable performance on a variety of devices and creating beautiful visuals may have also been an issue.
Summary
Overall, working on a Stunt Riding game like Moto Trail Xtreme was a combination of creativity, problem-solving skills, and technical expertise to overcome the various challenges faced during production and Proud of the Final Game
As a Designer at FG Studios, I collaborate with various members in the team to conceptualise, design and develop to produce games of various genre. Notably HyperCasual, Hybrid Casual, Casual genre were my main focus for this Role.
As a Freelance artist, I've worked on concepts and designs for campaigns, websites and social media.
NitishCreations © 2023