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Hello,
My name is Subramanian Venkatachalam. You can call me Vishal,  and I am a designer with three years of experience. My passion led me to pursue my master's degree at  Savannah College of Arts and Design's Game Development Program. My focus and interests are game production and level design

GAMES

 

Summary

Reimagining the classic box-nudging concept, combining it with tricky puzzles. Conquer over 50 challenging levels across 7 distinct areas.

  • Co-led production management, overseeing scheduling, milestones, and the overall development process.

  • Designed and implemented captivating puzzles and engaging levels for an immersive player experience.

 

Summary

JRPR in short is an action arena fighting game.  As a Junior Game Designer, 

  • Created level block-outs and assisted in prototyping player abilities and game modes.

  • Assisted in creating milestone and sprint plans with producers on Jira and Confluence, ensuring effective task tracking and progress monitoring.

 

Summary

Captain Kosmo’s adventure takes you to various corners of the galaxy with many bosses to fight with. 

  • Led core mechanics, controls, and camera design, aligning Game System and Level Design with the Director's vision through collaboration with the development team.

  • Managed communication with the team and QA, organizing surveys and playtest sessions for game improvement.

PROJECTS

 

Summary

FR-Temple is a community level made for the Unreal Tournament Blitz(2017)

Blitz is a 5v5 game mode where the attacking team has to bring their flag to the defender base to win the game. The defending team wins by exhausting the attacker's lives or reaching the time limit without the flag being delivered.

 

Summary

I intended to analyze and recreate a multiplayer map from Call of Duty: Modern Warfare.

 

This project was a study challenge and practice, for my level design and block-out skills. The study level was built on Unreal Engine 5 to learn more about UE5 modeling tools for blocking out the level. I used Lyra Sample Game to create the gameplay.

 

Summary

During my graduate course, I crafted 'The Alley,' a collection of game assets for a game environment over 10 weeks.

  • Created blockout to achieve a proper sense of scale.

  • Models were created using 3ds Max.

  • Tileable textures were created using Substance Designer/ Painter.

  •  Imported everything in Unreal to set up materials and lighting.

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