Rahul Vinod

Core Game Designer
Technical Game Designer

Rahul Vinod

Core Game Designer
Technical Game Designer

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GAME DESIGNER

GAME DESIGNER

I’m a Game Designer specializing in crafting dynamic gameplay mechanics, intuitive design tools, and immersive worlds. My focus is on creating experiences that engage players and empower designers.

I’m a Game Designer specializing in crafting dynamic gameplay mechanics, intuitive design tools, and immersive worlds. My focus is on creating experiences that engage players and empower designers.

JUMP TO THESE SECTIONS

JUMP TO THESE SECTIONS

PROFFESSIONAL

EXPERIENCE

TERRA

Terra is a UGC gaming platform with a large curated high-quality games library and a no code game engine for game creators.

https://www.letsterra.com/

At Terra, I led a cross-functional pod of designers, programmers, and artists, while directly managing 4 members. Together we shipped 15+ multiplayer titles across FPS, racing, sports, and party genres for PC, mobile, and VR. I owned core systems like combat, controllers, traversal, and AI/NPC behaviors, and built reusable frameworks that sped up iteration. I also balanced economies and progression using telemetry and player feedback, mentored junior designers, and worked with engineers to improve pipelines and tools.

At Terra, I lead a cross-functional pod of designers, programmers, and artists, while directly managing 4 members. Together we shipped 15+ multiplayer titles across FPS, racing, sports, and party genres for PC, mobile, and VR. I owned core systems like combat, controllers, traversal, and AI/NPC behaviors, and built reusable frameworks that sped up iteration. I also balanced economies and progression using telemetry and player feedback, mentored junior designers, and worked with engineers to improve pipelines and tools.

Pro Football

11v11 football game

  • Platforms: iOS, Android

  • Stack: Unity, MotionMatching, Custom AI systems

  • Role: Lead Game Designer, Technical Game Designer

  • Team Size: 5

  • Development Time: 3 months



My Contributions includes
Gameplay Design
AI Design
Systems
  • Designed core football mechanics including shooting, passing, stamina, and sprinting dynamics.

  • Implemented motion matching for smooth transitions between running, tackling, and idle states.

  • Tuned player movement and ball control to feel responsive across different input types (touch + keyboard).

Pro Football

11v11 football game

  • Platforms: iOS, Android

  • Stack: Unity, MotionMatching, Custom AI systems

  • Role: Lead Game Designer, Technical Game Designer

  • Team Size: 5

  • Development Time: 3 months



My Contributions includes
Gameplay Design
AI Design
Systems
  • Designed core football mechanics including shooting, passing, stamina, and sprinting dynamics.

  • Implemented motion matching for smooth transitions between running, tackling, and idle states.

  • Tuned player movement and ball control to feel responsive across different input types (touch + keyboard).

PLAYSHIFU

PlayShifu specializes in "phygital" toys and digital games, blending physical play with digital innovation to teach kids STEM skills in a fun way.

At PlayShifu, I designed systems for digital games that connected with award-winning phygital toys like Orboot, Plugo, and Tacto, later growing into a Technical Game Designer role. I built traversal and multiplayer hub systems, delivered weekly live-ops updates, and used telemetry to balance competitive systems. I also developed traversal and interaction mechanics for VR party games and streamlined pipelines for cinematics and reusable gameplay templates, helping the team ship faster and more consistently.

Metaverse

Metaverse for kids

Platforms: iOS, Android, PC, VR

  • Stack: Unity, Mirror, Playfab

  • Role: Technical Game Designer

  • Team Size: 10

  • Development Time: 6 months

My Contributions includes
Game & Experience Design
Content & Live Ops
AI Design
Systems & Technical Design
  • Designed modular, kid-friendly environments encouraging exploration, social interaction, and collaborative play.

  • Created themed activities, mini-games, and seasonal events to keep the lounge fresh and engaging.

  • Balanced visual style, pacing, and accessibility to ensure inclusivity for a wide range of player ages.

Metaverse

Metaverse for kids

Platforms: iOS, Android, PC, VR

  • Stack: Unity, Mirror, Playfab

  • Role: Technical Game Designer

  • Team Size: 10

  • Development Time: 6 months

My Contributions includes
Gameplay Design
AI Design
Systems
  • Designed core football mechanics including shooting, passing, stamina, and sprinting dynamics.

  • Implemented motion matching for smooth transitions between running, tackling, and idle states.

  • Tuned player movement and ball control to feel responsive across different input types (touch + keyboard).

Tacto Games

Doctor, Laser, Electronics

Platforms: iOS, Android, Tablets

  • Stack: Unity, C#, Proprietary Tacto SDK

  • Role: Technical Game Designer

  • Team Size: 8

  • Development Time: 1 year

My Contributions includes
Technical Design
Game Design
  • Designed and implemented core systems for Tacto Electronics games and Learn Mode, enabling structured educational play.

  • Created flexible systems supporting multiple game modes, from free play to structured learning challenges.

Tacto Games

Doctor, Laser, Electronics

Platforms: iOS, Android, Tablets

  • Stack: Unity, C#, Proprietary Tacto SDK

  • Role: Technical Game Designer

  • Team Size: 8

  • Development Time: 1 year

My Contributions includes
Gameplay Design
AI Design
Systems
  • Designed core football mechanics including shooting, passing, stamina, and sprinting dynamics.

  • Implemented motion matching for smooth transitions between running, tackling, and idle states.

  • Tuned player movement and ball control to feel responsive across different input types (touch + keyboard).

PERSONAL PROJECTS

PERSONAL PROJECTS

Army of the Dead : Requiem

Top down tactical zombie shooter

Solo project • 4 months • Unity, C# • Vertical Slice

One Shot Rewind

Top down puzzle shooter with time rewind mechanic

Solo project • 1 month • Unity, C# • Vertical Slice

Echoes of the Grid

2.5D cinematic Quicktime event prototype

Solo project • 1 month • Unity, C# • Vertical Slice

TOOLS & PROTOTYPES

TOOLS & PROTOTYPES

Third/Firstperson Shooter Controller with IK

IK based character controller Exploration for a First-person and Third-person Controls.

Solo project • 1 month • Unity, C# • Vertical Slice

Icon generator

Simple tool to Generate PNG of an objectwith transparent background

supports animation poses, camera angles, lighting and postprocessing

Solo project • Unity, C# • Tools

Bullet Hell System Lite

A System to Make Scalable bullets and Bullet Patterns for Bullet-Hell Games

supports multiple patterns, multiple bullet types and object pooling

Solo project • 1 month • Unity, C# • Systems

GPU based 3D Crowd Generator

A performant Crowd Generator Based on GPU Instancing

Solo project • Unity, C# • Tools

Enemy with cubes

An Enemy AI with assembling and disassembling parts

Solo project • Unity, C# • Vertical Slice

Parry Mechanic

simple exploration on parry mechanic based on animation events

Solo project • 1 month • Unity, C# • Vertical Slice

Fin.

Wednesday, November 19, 2025

Made by Rahul Vinod