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Game Designer

Hi, I'm Shirsh Kaundilya.

A final-year Game Design student who didnโ€™t wait for a degree to start shipping games. instead of College assignments I was building hybrid casual titles, winning game jams, designing tabletop experiences, and surviving two internships. .

Core Gameplay Player Experience Game Balancing Mechanics & Systems Protyping & Playtesting
Shirsh Kaundilya

Software Toolset

Unity Unity
Unreal Unreal
Photoshop Photoshop
Figma Figma
Miro Miro
Google Docs Google Docs

Projects

Click to Open
Horo
Horo

Horo

PC Solo Unity Feb 2025 ๐Ÿ”— Link

What I built

A 2D narrative-driven College Project with anti-gravity as its core mechanic. Built 3 fully playable levels solo in just 2 days.

The problem I solved

Most student narrative games were story without gameplay, or Game without story, i understand the gap, and fill it..

Why I made certain decisions

Every obstacle was built specifically around anti-gravity, nothing felt borrowed from a different game. Because gravity wasn't there.

What I learned

Rapid prototyping under pressure reveals With only 2 days, no time to overthink, Trust my instincts, test fast, and cut anything that didn't serve the core experience.


View Project โ†—
Click to Open
Eat Aur B Eaten
Eat Aur "B" Eaten

Eat Aur "B" Eaten

Card Game Ekalavan Studio ๐Ÿ”— Link

What I built

A physical card game for children that teaches the basics of the food chain.

The problem I solved

Educational games for kids often feel like homework. So i design a game that's genuinely fun.

Why I made certain decisions

The game follows exact food chain order. The base of the game is, bigger eats smaller, I leaned into that structure so kids easily understand the concept just by playing.

What I learned

Designing for children means no complex rules, if a rule needs explaining more than once, it's not for kids.


View Project โ†—
Click to Open
Carrom Break
Carrom Break

Carrom Break

Mobile Casual Ekalavan Studio ๐Ÿ”— Link

What I built

A casual mobile game inspired by Carrom.

The problem I solved

Carrom is a pvp or player vs bot game not single play, i design the carrom in a single player game..

Why I made certain decisions

making carrom from pvp to singleplayer was hard, so i added beat your own score logic.

What I learned

Designing for a familiar experience is harder than designing from scratch. Players come in with expectations. Meeting those expectations while still surprising them is a real design challenge.


View Project โ†—
Click to Open
Bone Dash
Bone Dash

Bone Dash

Mobile Hyper-casual Google Play ๐Ÿ”— Link

What I built

A hyper-casual mobile game where you pull your dog character toward bones to grab them.

The problem I solved

Hyper-casual has to feel good in the first 3 seconds. so i design in such a way it attracts in first 3 to 5 seconds.

Why I made certain decisions

I chose a dog-and-bone theme because it's easy to instantly understand the goal.

What I learned

In hyper-casual, the entire game is the core mechanic. If the Core Mechanic isn't fun, nothing else saves it.


View Project โ†—
Click to Open
Sync the Wings
Sync
the Wings

Sync the Wings

PC Morphionix Built in 2 weeks ๐Ÿ”— Link

What I built

A Rage based game where you navigate through tight corridors and every tiny mistake sends you back to the checkpoint.

The problem I solved

when I moved from paper prototype to greybox, the fun had disappeared. It was just rage. Pure frustration, The game felt unfair.

Why I made certain decisions

I listen to my senior "Good gameplay is about building tension and then releasing it. that's why checkpoint is there after every difficult section.

What I learned

Difficulty alone isnโ€™t design, balance is what makes it playable..


View Project โ†—
Upcoming

Tank Mates

Morphionix
In development

Game Deconstructions

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Coin Master
Coin Master

Coin Master

Mobile Casual Moon Active ๐Ÿ”— Doc

What it is

A slot-machine-based mobile game with village building, raids, and social attacks. One of the highest-grossing casual titles globally.

Core mechanic

The spin loop, variable reward through slots drives retention.

What it does well

Layers gambling psychology on top of social competition on top of a progression loop.

What I learned

How designing for emotion (jealousy, triumph, urgency) is just as important as designing for mechanics.


Read full deconstruction โ†—
Click to Read
A Short Hike
A Short Hike

A Short Hike

PC/Switch Indie Adam Robinson-Yu ๐Ÿ”— Doc

What it is

A small indie tilte open-world exploration game about hiking to a mountain peak.

Core mechanic

Explore and collect golden feather.

What it does well

Every NPC, trail, and small moment feels placed with intention.

What I learned

Games emotionally touch your heart if it's having complete emotional arcs.


Read full deconstruction โ†—

Game Design Documents

๐Ÿ“„

Carrom Break

Game Design Document

Game Designed for Ekalaivan Studio.

Read Document
๐Ÿ“

Stealth Game

Game Design Document

Game Designed for Morphionix.

Read Document

Open to game design roles, collaborations, and interesting projects.

LinkedIn Resume