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Game and Level Designer

Sumit Bhandari

Projects

Level Designer & Technical Designer

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Team Size: 9

High-velocity hack-and-slash movement game where explosives propel you through hazardous environments. Wield a hammer to smash mechanical enemies — the faster you move, the harder you hit. 

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I was responsible for designing and implementing the tutorial level and the second main combat level, blending onboarding design, exploration flow, and combat pacing.

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Game & Technical Designer

Team Size: 5

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Endless-runner mobile game set in the streets of Edinburgh, where players dodge obstacles, use power-ups, and outrun a deadly, ever-advancing fog. I designed the core gameplay loop, dynamic obstacle spawning, and the fog’s threat system to maintain tension and replayability, while optimising for smooth mobile performance.

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Highlights:

  • Built lane-switch and obstacle systems using Unity C# and object pooling for mobile optimisation.

  • Designed boss encounter mechanics to deliver a climactic skill test before the endless phase.

  • Balanced visual/audio feedback to enhance player awareness in high-speed scenarios.

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Game & Technical Designer

Team Size: 3

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A satirical 2D point-and-click puzzle game where you intern at a “hellish” game studio — juggling deadlines, tasks, and your own stress levels to survive and escape. I designed and prototyped branching task puzzles, a Pressure Management System, and user-friendly UI for interactive storytelling.

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Highlights:

  • Created puzzle mechanics that blend humour with narrative progression (UI layout, debugging, audio balancing).

  • Prototyped multiple systems — drag-and-drop tasks, dialogue branching, audio matching — in Unity.

  • Balanced pacing and difficulty over five in-game “workdays” to maintain comedic tone without sacrificing challenge.

Level Designer

Team Size: Solo

Competitive greybox map for VALORANT, designed around an underground tunnel passage connecting Middle to B site — a layout absent from the existing map pool. Built to encourage strategic adaptability, multi-angle engagements, and fresh tactical approaches while staying true to Riot’s level design philosophy.

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Highlights:

  • Designed and iterated sightlines, choke points, and rotation timings for balanced attacker/defender play.

  • Considered agent abilities and role dynamics to ensure competitive fairness.

  • Documented the full design lifecycle in a detailed Level Design Document, covering concept, testing, and iteration.

Whispers in the Void
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Game & Technical Designer

Team Size: 2

Awaken aboard a desolate spaceship where solitude reigns supreme and cosmic horrors await your discovery.

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As you navigate the dimly lit corridors of the ship, eerie whispers and unsettling noises fill the air, hinting at the terrors that lurk just out of sight. ..

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Level Design 

Team: Solo

Honours project where I delve into level design focused on crafting a dynamic greybox competitive map for the tactical shooter VALORANT. 

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Level Design 

Team: Solo

Honours project where I delve into level design focused on crafting a dynamic greybox competitive map for the tactical shooter VALORANT. 

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badge_bw.png

Level Design 

Team: Solo

Honours project where I delve into level design focused on crafting a dynamic greybox competitive map for the tactical shooter VALORANT. 

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badge_bw.png

Level Design 

Team: Solo

Honours project where I delve into level design focused on crafting a dynamic greybox competitive map for the tactical shooter VALORANT. 

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Projects
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Project_1

Level Design 

Team: Solo

Honours project where I delve into level design focused on crafting a dynamic greybox competitive map for the tactical shooter VALORANT. 

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Contact

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Email: bhandarisumit303@gmail.com 

Thanks for contacting me!

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