Senior Game Designer

Hi, my name is Rohit Y. Suvarna. I am a Senior Game Designer with 16 years of experience in gameplay and systems design, progression and economy balancing, live ops, onboarding, prototyping, and design leadership.

4 years

4+ years

8+ years

SELECTED WORK

A selection of projects that show how I approach design problems, develop solutions with a team, and carry them through implementation.

WWE Champions promotional artwork
01 / GEAR GAMES FOR SCOPELYSystems · Live Ops

Making event competition more engaging

Designed and delivered bracketed leaderboards using player data and simulated models, with a phased rollout aligned to a major WWE event. Following release, event participation, PvP match completion, and related offer monetization increased.

Just Dance Now promotional artwork
02 / UBISOFTUX & UI · Feature Design

Modernizing the path from browsing to dancing

Led a user-flow and UX/UI overhaul for introducing better song discovery, playlists, clearer subscription visibility, and a shareable Dance Card.

Real Steel Champions promotional artwork
03 / RELIANCE GAMESOriginal Concept · Lead Design

An end-game concept that became a standalone game

Designed a robot customization concept, prototyped it with two Unity engineers, and presented it to senior stakeholders. The prototype became the foundation for Real Steel Champions, where I led design of the core loops, meta-game, progression, and economy.

Rocksmith+ artwork featuring acoustic and electric guitars and a keyboard
04 / UBISOFTMobile UX · Feature Ownership

Mobile onboarding and a companion app from concept to live

Owned mobile feature compatibility and onboarding for Rocksmith+, and helped take its companion app from concept through live release with teams in Pune, San Francisco, and Osaka.

Trials Frontier promotional artwork
05 / UBISOFT · REDLYNXLive Ops · Balancing

Evolving live events and speeding up vehicle integration

Designed events and gameplay mechanics, balanced motorbikes in-engine, and mentored three designers. Improved the motorcycle integration and balancing workflow, reducing the time required by approximately 50%.

What I bring to a team

Feature & systems design

Turning player and product goals into feature proposals, detailed specifications, progression systems, and balanced gameplay.

Live ops & engagement

Designing events, objectives, rewards, and competitive structures for established games.

Onboarding

Designing first-time player experiences that introduce the game and help players get started.

Design leadership

Setting direction, planning design work, managing scope, reviewing implementation, and supporting designers’ growth.

Hands-on development

Working in Unity, Snowdrop, and proprietary engines to validate designs, adjust data, and balance gameplay.

About

I’ve always been curious about how things work, especially games. This curiosity is what led me to game design and has taken me from working on text-based mobile games to designing systems and features for games with players all around the world.

I enjoy being involved in the different stages of development, from exploring ideas and creating prototypes to playtesting, balancing systems, and working with UX, Art, and Engineering to bring features into the game. I also enjoy helping other designers grow and working through complex design problems with the team.

Outside of game development, I enjoy reading science fiction, building with LEGO, playing games that reward strategic thinking and creativity, and exploring new places on my motorcycle. I’m always learning, experimenting, and looking for interesting problems to solve.

How I work

01

Define the goal

Align with Product and Design leads on the player and product problem before developing a proposal.

02

Make the direction tangible

Turn the approved direction into specifications, prototypes, simulated models, and the work needed to gain alignment.

03

Coordinate the work

Plan and coordinate the UX, art, engineering, and design work required to make the feature real.

04

Protect the core experience

Prioritize work and adjust scope around production constraints while keeping the essential player experience intact.

05

Review and iterate

Review implemented features and builds, document feedback, and guide the team through iteration and polish.

Experience

OCTOBER 2022 — PRESENT

Senior Game Designer · Gear Games

Feature and systems ownership across international client projects, from proposals and specifications to implementation reviews. Selected credits include WWE Champions, myVEGAS Bingo, and XCOM Legends.

JULY 2018 — SEPTEMBER 2022

Senior Game Designer · Ubisoft, Pune

Cross-studio work on Rocksmith+, Rocksmith+ Connect / Rocksmith Tuner, Just Dance Now, and Trials Frontier. Responsibilities spanned mobile UX, live ops, feature design, and team leadership.

AUGUST 2012 — JUNE 2018

Lead / Senior Game Designer · Reliance Games, Pune

Lead design on Real Steel Champions and broader credits including WWE Mayhem, Real Steel World Robot Boxing, and Super Pixel Heroes.

JANUARY 2010 — JULY 2012

Game Designer · Reliance Games

Designed and shipped games based on established entertainment IPs across multiple feature phone platforms.

2006 — 2009

Academics Head & Senior Instructor · Maya Academy of Advanced Cinematics

Managed curriculum delivery, trained junior instructors, and supported student production environments for 3D filmmaking courses.

Let’s talk game design

For conversations about Senior or Lead Game Designer roles, feature and systems design, or design leadership, get in touch.