CELLEC AND BLACK BANSHEE STUDIOS
Graphic Designer
While at Celle and Black Banshee Studios, I designed trailers, social media posts, UI, and logos and worked on the Studio's logo to make it more cohesive. The initial logo was drawn by hand and was designed to be more geometric, so I made some adjustments.

TRAILERS
FRIDA - LOGO AND UI





LEVEL DESIGN - Rakshasa: The Call of Hanuman
Rakshasa: The Call of Hanuman - That is one of my final projects at Full Sail It all begins when Shashi Nayar, a graduate student, is home visiting their parents for the festival of Diwali and discovers they have been chosen to recover the relics and stop an uprising of Rakshasa who will sweep over the world.
I wrote an adapted version of the Indian Rakshasa history for the leading player's journey and brought elements to the level. I also documented all the assets with references to the design and some of the needed files, like texture, animation, model, and others.
I wrote an adapted version of the Indian Rakshasa history for the leading player's journey and brought elements to the level. I also documented all the assets with references to the design and some of the needed files, like texture, animation, model, and others.




ART DIRECTION - LEVEL DESIGN
Coalescence is a sci-fi novel game that won as Best Student Game - SIEGE’s 2022 Silv-E contest. The scenes that I created represent a creature that escapes a lab sneakily and tries to leave the building, leaving some chaos behind. The idea is also to show that the place is a high-tech military lab, and some conflict was expected. The angles are ready for the game, and the aesthetic was inspired by different places and games, including Metal Gear Solid.
https://store.steampowered.com/app/1979220/Coalescence/
https://store.steampowered.com/app/1979220/Coalescence/





LEVEL DESIGN - Escape the Unknown
Escape the Unknown: Awaken the Realm started as a rogue-like RPG with a generative map before becoming a novel game. I developed 20+ levels using different asset packs for ambience like Hell, Old City, Castle, and did extensive research to contribute to each room's narrative and player experience. One of the game's features is the rotating camera, so almost all the levels were designed so that you could use the camera to find something. Also, I created two different paths, fast and slow, for different types of players.
I created different levels for the trailer and recorded the scenes and gameplay inside the engine.












LEVEL DESIGN - Lost in Escape
Lost in Escape is a puzzle game in which a player needs to escape different rooms. When he finally gets to the final room, the player finds out he is a robot being trained for human tasks.
The level of design is based on finding the right sequence to unlock doors and turn the lights on. The first puzzle teaches the player what will happen there, and when the lights are on, they show the player all the places and guide the player to the next puzzle. When finding the second puzzle, the player looks straight at the door he needs to open and exit.
I also worked on the blueprints for that level.