Hey! I'm Sahith

As a dedicated level designer, I strive to create more than just games — I aim to craft experiences that draw players in and leave a lasting impression. I enjoy finding the balance between thoughtful challenges and engaging narratives, and I continue to develop these skills through hands-on work in both Unreal Engine and Unity. I've had the chance to contribute to several game projects, where I've focused on designing levels that are both visually appealing and immersive. Above all, I care deeply about designing with the player in mind, creating spaces that feel meaningful and memorable.

Excited to meet you!

Few of my projects

Lumendice
Gridunlock

In Lumendice, I focused on level design as my primary tool for communication. Each puzzle introduces new spatial concepts — loops that twist orientation, paths that don’t behave as expected — without using text or tutorials. Instead, I crafted environments that gently guide players toward discovery, rewarding curiosity and experimentation.

The visual design of each level is inspired by transparent dice: layers, symmetry, and faint geometric patterns that hint at structure beneath the surface. I used these visual cues not just for aesthetic appeal but as subtle guidance tools, helping players anticipate spatial shifts before they happen.

Built in Godot, every level was iterated to balance clarity and surprise — making sure each space felt fair, learnable, and satisfying to master. My goal was to create puzzles that teach players to “read” a space and predict how movement will reshape their orientation, all without explicit instruction.

Veins of the Earth is a short exploration platformer built in Unity, where level design guides both emotion and discovery. Inspired by natural cave structures, the level layout uses geometry, light, and negative space to subtly lead the player forward without explicit markers.

I focused on pacing tension and reward — narrow, claustrophobic corridors give way to open spaces and bright discoveries, like the moment players uncover the hidden emerald. Each space is designed to encourage curiosity, reward careful observation, and make movement feel fluid and meaningful.

This project showcases my ability to design environments that tell stories through space, lighting, and player flow.

Veins of the Earth

Gridunlock is an isometric puzzle game focused on spatial reasoning and subtle player guidance. Each level is built around grid-based constraints and unlocking paths through clever block manipulation. Visual elements — colored grid lines, glowing goals, and soft lighting — teach the player without words.

I designed these levels to feel clean and satisfying, gradually introducing complexity while maintaining visual clarity and flow.