

Game and Level Designer
Sumit Bhandari
Projects
Level Designer & Technical Designer

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

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:
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Built lane-switch and obstacle systems using Unity C# and object pooling for mobile optimisation.
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Designed boss encounter mechanics to deliver a climactic skill test before the endless phase.
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Balanced visual/audio feedback to enhance player awareness in high-speed scenarios.
Game & Technical Designer
Team Size: 3

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:
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Created puzzle mechanics that blend humour with narrative progression (UI layout, debugging, audio balancing).
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Prototyped multiple systems — drag-and-drop tasks, dialogue branching, audio matching — in Unity.
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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:
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Designed and iterated sightlines, choke points, and rotation timings for balanced attacker/defender play.
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Considered agent abilities and role dynamics to ensure competitive fairness.
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Documented the full design lifecycle in a detailed Level Design Document, covering concept, testing, and iteration.
Whispers in the Void

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. ..

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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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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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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