Skills

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Agile Project Management
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Servant Leadership
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Effective Communication and mediation
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Leading Cross-Functional teams
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Critical and Analytical thinking
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Change Management
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Problem solving and process improvement
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Jira and Azure DevOps
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Familiarity with F2P and P2P
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Unity Engine
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Familiar with C#
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SourceTree and GitHub

Experience

Game Producer Gamemano, India (June 2023 - June 2025)

  • Led cross-functional teams of 43+ professionals using agile project management in an early-stage gaming startup. Worked with C-suite leadership on strategic planning and ran competitive analysis of the games market to inform product strategy and feature prioritization.Cross-functional Leadership
  • Established the game development pipeline from scratch, increasing game delivery speed by ~90% and reducing cross-team collaboration errors by 80%. The internal development and communication pipeline improved team efficiency by 45% and enabled seamless onboarding for new developers in a scaling startup.Pipeline & Process
  • Built all systems from the ground up while creating and managing game product roadmaps through strategic planning of the development process.Product Roadmap
  • Applied data-driven problem solving, using metrics to identify bottlenecks and allocate resources. Delivered 13 slot games, 10 re-skinning projects, and a casino fish game within a 3-month timeline across PC, WebGL, and Android/iOS, while defining user stories and acceptance criteria for clear development guidelines.Data-Driven Delivery
  • Led recruitment, onboarding, and mentorship through technical project leadership and clear task assignment. Facilitated backlog management and sprint retrospectives, and organized learning initiatives through hyper-casual game projects that grew the team's collaborative problem-solving.Sprint & Backlog
  • Oversaw parallel development streams for slot and fish game architectures, applying strategic vision for risk mitigation and resource balancing. Contributed as game and level designer creating Unity layouts, ran gameplay testing sessions, and analyzed gameplay data to drive iterative improvements aligned with gaming compliance guidelines.Risk & Design
  • Game Tester GetMega, India (Feb 2021 - Apr 2021)

  • Accelerated platform stabilization for a stealth-mode gaming startup during a critical 100% DAU growth period. Implemented systematic QA processes that improved D1 retention from 26% to 34% and reduced crash rates by 15%, supporting Series A funding preparation.QA & Stability
  • Optimized user acquisition through analytics-driven testing during the startup's public launch, contributing to a 30%+ improvement in D7 retention (8% to 12%) and supporting influencer campaigns that grew the user base from 6.5M to 13.5M registered users.Data-Driven Decisions
  • Monitored traffic and identified peak hours to inform strategies for player engagement during off-peak times. Behavioral analysis of user interaction patterns delivered actionable insights that informed product optimization and contributed to D30 retention improving from 3% to 5% during rapid scaling.Player Insights
  • Strengthened platform integrity through fraud detection and behaviour monitoring, including detecting and banning six players using unfair methods. Maintained a 99.9% legitimate user ratio while supporting commission-based revenue optimization that achieved 15%+ transaction volume growth.Integrity & Problem Solving
  • Accelerated product-market fit validation by identifying and prioritizing critical UX issues across resource optimization, matchmaking algorithms, and gameplay stability, reducing user churn by 20% and supporting investor-readiness metrics for Series A.Prioritization
  • Supported a scalable QA framework that took the real-money platform from beta to production-ready, enabling a public launch with 200+ influencer partnerships and positioning the company for a Series A round worth $9M+ within 3 months.Live Ops Readiness

  • Projects

    Planet of Twins
    Planet of Twins

    My flagship project, an original PC action-adventure game in active development. You control two twins at once who must stay close to survive, since the distance between them drains their shared health. I produce it and build it: dual-character control, proximity health, a Weaver's Gate rescue ability, and a hybrid GOAP and behaviour-tree enemy AI are all systems I designed and wrote myself. Team of two, inspired by Binary Land on the NES.

    Action RPG
    Action RPG

    An Action RPG for PC where the player is the last survivor of a village corrupted by an evil king and must recover the four fragments of an ancient sword. I worked as producer, project manager, level designer, and shader artist, and built it alongside two collaborators (a sound designer and a C# programmer). It is where I practised running the full end-to-end production lifecycle with a small team.

    FPP Horror
    FPP Horror

    A short first-person survival horror game built solo, end to end, inspired by titles like Outlast. I wanted to create genuine suspense from minimal systems, with an environment that reacts to the player and a narrative that pulls them naturally toward the next beat. I handled the AI, level design, optimization, audio, and the lighting-driven pacing myself.

    Other Work
    Furry EscapeShipped — my first published game. A 2D hyper-casual platformer I built solo (mechanics, UI, UX, and art) and shipped on Itch.io and the Google Play Store.
    Space Shooting Range — a 2D side-scrolling shooter inspired by NES-era classics, with hand-made game art built in Illustrator and Photoshop.
    FPS Multiplayer — a multiplayer FPS prototype built to go deep on real-time networking with Photon: room creation, matchmaking, and core combat.