Jeevan

I am a Game Designer

S. Jeevan

A passionate game designer with a specialization in the Unity engine, With a deep love for creating immersive gaming experiences, I have dedicated my career to bringing innovative and engaging games to life. . I believe that great games are a blend of innovative technology, compelling narratives, and seamless gameplay. Whether it's developing immersive environment, crafting intricate levels.

  • 8790517592
  • s.jeevanswaroop007@gmail.com
  • www.jeevandev.blogspot.in
Me

My Professional Skills

My strong foundation in game design and my diverse skill set. I have hands-on experience with the Unity Engine, Unity Lighting, level design and game documentation, which are essential for creating high-quality games. and I have experience creating advertisements using Premiere Pro and After Effects.



Unity Engine 90%
Game Documentation 70%
Level Design 80%
Creativity 95%

Game Design

i have been learning unity engine for 2 years. gaining experience in designing engaging levels, UI/UX design, lighting techniques and immersive environment visuals.

Game Design Documentation

i started making the design documentations for my personal project games, where i covered up the core concept, gameplay mechanics, storyline, character profiles, level designs. i'm capable of creating Well-crafted documentation ensures clear communication

Content Writing

i'm being a content writer for the last one year and i go through the process of writing, editing, and publishing content in a digital format

Video Editing

i have been developing my editing skills from my schooling age. i learnt premiere pro, after effects. also, i have done internship at Ad agency. it helped me to improve skills. it includes, transaction cuts, sound and video synchronization, audio editing and more

Communication skills

i'm glad for not having a stage fear. i have given many seminars and presentations about the game design. It includes speaking and listening effectively, interpreting gestures, body language and emotions.

Level design

My experience in immersive level design, blending artistic vision with technical precision. With experience in layouts, storytelling, and user engagement, I craft functional, captivating spaces optimized for seamless gameplay and memorable experiences.

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current projects
  • COIN MASTER GAME ANALYSIS

    GAME DETAILS

    Coin master is casual mobile game with slot machines, village building and social interaction mechanics. The game is developed by moon active studios. It was a top grossing mobile game with 300 million downloads.

    • Game size:             70MB
    • Developer:             Moon active
    • Game version:       v3.5.1901
    • Released on:          9th April 2016
    • Game category:     Casual mobile game
    • Mode:                      Single player
    • Game style:             Stylized

    CORE LOOP MECHANICS OF THE GAME


    The core loop of the game starts by players spinning a slot machine to earn coins, attacks, shields, and raid opportunities. The coins collected are used to upgrade village structures, gradually unlocking new villages to explore and enhance. Players can also use their spins to attack or raid other players' villages, stealing coins and resources to further their progress. Additionally, players can collect cards through chests.

    GAME BALANCE


    The game balance revolves around game progression, economy, and social engagement, designed to keep players entertained while encouraging monetization. The core mechanic, spins, provides coins, attacks, and raids, but their limited availability will improve pacing element. The balance between randomness (spins) and strategy (use of spines, shields and pets) keeps gameplay dynamic, although some players may find frustrating. Monetization plays a significant role, with in-app purchases and ads offering shortcuts to progression. 
    • Economy Scaling: The cost of building villages increases. This balance encourages players to invest in premium currencies or watch ads.
    • Progression: New villages and collectible cards add variety but require more resources.
    • Luck vs. Skill: Spins rely on randomness, balanced by strategic elements like spines, shields and pets.
    • Social Interactions: Trade cards with friends or attack their villages and Facebook boosts social engagement.
    • Monetization: In-app purchases and ads serve as progression shortcuts, balancing free and paid play.
  • LEVEL DESIGN PROCESS AND ENVIRONMENT ART


    INTRODUCTION
    Baby is a fps survival horror game with gripping storyline. for detailed information about the game, you can explore the BABY page.

    TOOLS UTILIZED: -

    • Unity Engine
    • Pro builder
    • Photoshop
    STATUS: -
    The game is currently in the production stage.
    DURATION: -
    I took one month to complete the basic level as I am a solo developer working on.

    WORKFLOW
    My design workflow is broken down into stages: research, layouts, blocking out, and environment art. this helped me to know the design progression and give me more flexibility to make changes anytime.

    RESEARCH: -
    My workflow has been started from research stage where I focused on abandoned hospital somewhere in the forest and collected the pictures of abandoned hospital interior, horror elements to fit in it and added pacing.







    SKETCHING LAYOUTS: -
    I continued my design process by sketching the layouts in 2D top-down views on butter sheets. I created a linear level design to evoke a sense of mystery and horror. 



    BLOCK OUTS (GREYBOXING): -
    I used pro builder tool in unity engine for making the block out. This allowed me the flexibility to make changes rapidly. therefore, I designed outline of level without any primitives' shapes. 






    ENVIRONMENT DESIGN: -
    I used the free unity library asset called Hospital Horror Pack. this asset helped me to bring my imagination out and fit perfectly for abandoned hospital. meanwhile in the design process, I maintained the dark color palate, low lighting and attention details like water leakage, blood, greasy.




  • INDUSTRY PROTOTYPE DESIGN PROCESS


    INTRODUCTION

    The 'Industry' level is a multiplayer map inspired by FPS shooting games, designed to encourage strategic encounters between teams through interconnected pathways, central lobby and establishing proper pacing. 3 weeks from sketching to block outs

    TOOLS UTILIZED: -

    • Unity Engine
    • Pro builder
    • Adobe photoshop

      DURATION: -

      3 weeks, from initial sketching to block out stage.


      WORKFLOW
      My designing workflow has been started from the initial stage of researching and imagination of how should level looks like.

      RESEARCH
      I did research for the map was to create a level that makes the battel more intense and drives offensive and defensive round progression. therefore, I have taken some of the inspirations from most popular FPS games and real-world locations and environment. which I divided into 3: - real world images, inspired games images and environment-based images.









      SKETCHING LAYOUTS
      Based on my research, I began sketching a rough 2D top-down layout on butter paper. I started by adding pathway flows and then continued by adding chock points, connecting pathways, objectives and actual map design.



      ROUGH PAPER LAYOUT

      DIGITAL LAYOUT


      BLOCK OUTS (GREYBOXING)
      Using the digital 2D layout made the block out process faster. by utilizing pro builder tool in unity engine, I was able to create block out level which is filled with grids and primitive shapes.

      GAMEPLAY FOOTAGE (PLAY TEST)


      FINAL 2D MAP


    • BABY

      WHAT IS BABY?

      Baby is a fps survival horror game with good story line. you've been thrown into a misty haunted forest with one goal of saving your girlfriend. as you explore, you will discover abandoned hospital within the forest. you will need to enter the hospital and face terrifying ghosts, prepare for jump scares and tough challenges as you search for a first aid kit that will save your girlfriend. also, you need to find keys to unlock the doors, solving along the way. either you make it out and rescue your girlfriend or ended up losing your girlfriend.

      GAME STORY

      After a night of celebration, Yash and Ana were finally heading home. but now they choose forest route instead of the crowded city streets. As they drove along the narrow forest road. Suddenly, a ghost appeared right in front of their car. Yash gets panic and attempt to avoid the ghost; he pushes the handbrake. The tires screeched as the car skidded uncontrollably and enter into forest by crushing road barriers. car go along messy woods in the forest and eventually crashed into a tree. Ana, sitting next to Yash gets injury and be unconscious. The car interior was a mess, with broken glass and smoke coming through engine. he quickly reaches over the ana and tried to comfort her. "Ana, stay with me. I'm going to get us out of here".

      GAME SCREENSHOTS






      DEVELOPMENT PROCESS

      As the game is still under the development stage. I'm providing the development process of making game story intro, which is made using unity 3d game engine. I will provide the development stage updates here without any spoilers eventually. 



      CHARACTERS


      -MAIN CAST-

      ANA (girlfriend of Yash)


      YASH (Boyfriend of Ana)


      THE LOGO

      The logo needs represent to the forest, contain the fog and misty environment and main title of game which is "baby".  


       

      TRAILERS

      I have planned our trailers according to story, the below trailer represents the story of game. the next trailer going to be the main trailer. which represents actual gameplay and showcase more story of game.






    • unity lighting management

      lighting management in game development involves creating and controlling lighting to enhance realism and mood. it includes the use of various light types such as directional, point, spot and area light to simulate different lightings. I often balance between real time lighting and baked lighting. even the shadows and ambient occlusion is crucial for adding depth and realism by simulating how light interacts with objects. I use the post processing effects like bloom, color grading, tone mapping, depth of field, motion blur, vignette to refine the visual atmosphere.

      well, I have created a prototype for better understanding about unity global illumination. I feature a scene with realism by how bounces between surfaces. another scene with no bounces between surfaces.

      I created a scene to demonstrate the indirect lighting - here the single point light bounces across the environment

      I created a scene to demonstrate the direct lighting - here the single point light emit light without bounces

      unity provides multiple render pipelines that offer flexibility and performance optimization based on the needs of the game or project. I choose the one that best fits target platform and environment. there are three main render pipelines in unity like built-in render pipeline, universal render pipeline (URP) and high-Definition render pipeline. I personally prefer the URP; it provides optimized performance while offering good visual fidelity for wide range of platform from mobile to consoles.


      URP INTERIOR SCENE

      In this scene, created using Unity's Universal Render Pipeline (URP), I implemented a single directional light to simulate natural sunlight, enhancing the realism of the room. The environment was constructed using asset from the Unity Asset Store. global illumination and Indirect lighting were employed to simulate light bouncing off surfaces, creating a soft, natural illumination throughout the space. To elevate the visual quality, I applied post-processing effects like tone mapping to adjust color balance, bloom to enhance light intensity, and depth of field to give the scene a realistic focus, especially around objects in the foreground and background. This approach effectively captures a warm, inviting atmosphere in the interior setting.

      the final render, after adding global illumination and baked lighting

      The before render, before adding global illumination and bake lighting

      URP EXTERIOR SCENE

      In this exterior scene created using Unity's Universal Render Pipeline (URP), I utilized a single directional light to simulate the sunlight and achieved realistic lighting results. The environment was constructed using asset from the sketchfab, with global illumination and indirect lighting techniques applied to simulate light bouncing off surfaces, adding depth and realism. To enhance lighting reflection, a reflection probe was added, improving how surfaces interact with light. A well-chosen skybox was incorporated to provide realistic sunlight, and fog was added for realistic atmospheric effects. Post-processing techniques like tone mapping and bloom were also used to refine the visual experience, enhancing the overall clarity and ambiance of the scene.

      The final render, after global illumination and baked light

      The before render, before adding global illumination and bake lighting 

      DAY/NIGHT LIGHTING


      In this daylight forest environment scene created using Unity's Universal Render Pipeline (URP), I applied level design skills along with Unity's terrain system to craft the natural surroundings. The lighting setup consists of a single directional light simulating the sun, complemented by global illumination and indirect lighting, which allows light to bounce off surfaces for a realistic lighting effect. To enhance the natural ambiance, I incorporated a high-quality skybox for vibrant sunlight and applied linear fog to add depth and realism to the distant elements of the environment. Post-processing effects such as bloom, color adjustment, vignette, lift gamma gain, and depth of field were added to improve the overall visual quality, making the scene more immersive and visually appealing.

      The final render output of day lighting environment

      In this nighttime forest environment scene, created using Unity's Universal Render Pipeline (URP) and level design skills, I utilized Unity's terrain system to form the landscape. The lighting setup features a single directional light representing the moon, enhanced by global illumination and indirect lighting, which simulates the light bouncing off surfaces for a more realistic nighttime effect. A skybox with reduced intensity was applied to simulate natural moonlight, and linear fog was added to achieve a misty, atmospheric night scene. Post-processing effects such as bloom, color adjustment, vignette, lift gamma gain, and depth of field further enhance the visual depth and mood of the environment.

      The final render output of night lighting environment


      This is a breakdown of day, night lighting scene. 
    • Space Saviour


      SPACE SAVIOUR

      Space Saviour is a 2D space shooter game that puts player in the pilot seat of a high-tech space craft, tasked with a critical mission to protect and rescue a spaceship. in the vast expanse of space, player need to encounter weaves of incoming asteroids using the quick reflexes to shoot down or dodge those asteroids. the player's spacecraft is equipped with a powerful laser shooter ability. each asteroid destroyed earns points. the game's objective is to keep the spaceship safe from damage through asteroid field. player must manage their positioning and timing carefully, ensuring they destroy or avoid asteroids before they collide with spaceship.

      SCREENSHOTS




      TRAILER


    • RESUME

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      EMAIL

      s.jeevanswaroop007@gmail.com

      MOBILE

      8790517592