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Hi, I'm Venky!

Game Design spellcaster and UI/UX design side-quester crafting flows, HUDs, and menus that feel like speedrun routes to clarity, with feedback pings and micro-animations that say “yep, that clicked” faster than a lag can spawn. Grounded in usability and progressive disclosure, onboarding plays like a gentle tutorial level—with clear goals, contextual hints, and quick wins—so players stick around for the main quest instead of rage-quitting at the gate. On the game side, prototyping mechanics and level beats that reinforce the core loop early, then tuning readability, difficulty curves, and reward cadence so decisions feel crunchy but never confusing. User tests and telemetry drop the loot; each iteration patches UI affordances, trims UI noise, and buffs accessibility until the moment-to-moment flow just… sings. Cross-class collaborator with art, code, and QA, shipping interfaces that match game tone, communicate state at a glance, and keep engagement high with respectful gamification—progress cues, challenges, and rewards that motivate without the grind.

Experience

Hatlo Games

Jr. Game Designer - 2024-2025

Pursued my passion, made mobile games as a part-time gig with a group of friends.

KalaGato

Level Designer - 2023 (Aug & Sept)

I played the role of Level Designer as an intern for 2 months in KalaGato for the game called Clone Armies - Battle Game. In this internship, I worked on creating levels for the UGC (user-generated content) of the game, where the player can create and publish their own levels for the other players to play. I created 40–50 levels which the players should be unlock in order to access the in-game Level Editor.

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