
SATYA PRATAP DAS
GAME DESIGNER
Hello!
I'm Satya, a game designer based in India, specializing in gameplay prototyping and live services. With over six years of industry experience, I am currently working as a Game Designer II at Liquidnitro Games.
Previously, I spent five years at Electronic Arts (EA), where I contributed to various projects, refining my expertise in game mechanics, player engagement, and system design. I hold a Master’s degree in Video Game Design and Management, which has shaped my approach to creating immersive and engaging game experiences.
Below, you’ll find my portfolio, showcasing some of my work in game development.
EXPERIENCE
Need for speed: No limits
Need for Speed: No Limits is a free-to-play racing game for iOS and Android, and a mobile installment in the Need for Speed video game series.
In the game, players participate in underground street races while evading the police and competing against other racers. The objective is to win races, earn in-game currency, and upgrade and customize cars.
Genre: Racing
Engine: EA's Internal Engine
Platforms: Playstore, Appstore
Roles and responsibilities:
Currently, I am working on this project as the Lead game designer responsible for all live operations and feature developments. This role involves planning every update with the Producer and Project Manager, guiding and setting design goals, and creating a roadmap to achieve future project goals.
Skills:
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Building new cars for each update entails defining the car class, creating the upgrade flow, tuning/balancing, and executing vehicles in the game engine.
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Designing race tracks from scratch involves the entire process, from conceptualization and whiteboxing to execution in game engines.
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Creating limited-time events; defining race types and objectives for each race with writing dialogues and narrative arcs.
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Prototyping new core gameplay features. (Example: Cop races or interceptor race types)
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Performing Data deep dives to understand the product and its problem statements, aiding in planning the roadmap and feature specifications.
UFC Mobile 2
UFC Mobile 2 is a free-to-play mixed-martial arts fighting game for iOS and Android and a mobile installment in the UFC video game series.
The core game is based on RPG, and collection-based mechanics focused on PvE game modes. The objective is to win fights, upgrade, and unlock fighters.
Genre: Fighting
Engine: EA's Internal Engine
Platforms: Playstore, Appstore
Roles and responsibilities:
As a designer on this project, I worked directly with the EA Vancouver team. In addition to maintaining live operations, I was also involved in developing the next UFC prototype to achieve a successful LMT (Limited-time Market Test).
Skills:
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Designing a real-time PvP game mode
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Combat design for the prototype. Establishing an RPS system for a fighting game and laying the base architecture.
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Content design for creating new fighters and data maintenance in Excel sheet
Bejeweled Blitz
Bejeweled Blitz is a puzzle Match-3 video game, originally a Facebook. Later got its mobile counterpart.
The core game is a time-based Match-3 which focuses on scoring more in leaderboard with its multiple PvP game modes. The objective is to Play, Score and Unlock/Upgrade.
Genre: Match-3
Engine: Cocos Studio
Platforms: Playstore, Appstore
Bejeweled Stars
Bejeweled Stars is a Saga-based Match-3 video game from the Bejeweled Franchise.
The core game is a Move-based Match-3 which focuses on PvE game modes to complete levels to unlock more. The objective is to Play, Win, and Unlock new Levels.
Genre: Match-3
Engine: Unity Game Engine
Platforms: Playstore, Appstore
Roles and responsibilities:
As a designer on these projects, I was responsible for all live operations on the product, from content designing to feature development.
Skills:
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Designing, prototyping, and executing new boosts (core gameplay mechanics) into the game. Examples: Matchmaker, Quickfire, etc.
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Created multiple Live-ops Automation tools for the design team to execute content work swiftly.
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Designed a brand new Quest system for the game. (Trailer featured above)
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Designing puzzles and levels for Bejeweled Stars directly in the Game engine
Project Revival
Project Revival is a third-person hack 'n' slash prototype developed by me and my partner over a span of 4 months (not full-time). The goal was to learn and challenge ourselves to create highly polished combat and various movement mechanics within an Indian mythological setting. The project is in a whitebox state, as it was made for practice and learning purposes.
Genre: Action-Adventure
Engine: Unreal 4
Platforms: NA
Roles and responsibilities:
As a duo, creating this scale project made me dabble into multiple responsibilities - Design, Level design, VFX, Scripting in blueprints, Shader creation, and working with Animation blueprints.
Skills:
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Breaking down existing third-person combat-driven games. Understanding Character states and Camera states.
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Creating a customized character controller with fully featured IK and many movement mechanics (Grapple, Sliding, Double Jump, Wall run, and rolling/evade)
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Combat design with Mace as a weapon. Creating combos strings and executing the power multiplier (both from visually to damage)
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Designing damage and Hit reactions for the enemies and player. (Example: Wall hit states and enemy bumping on each other)
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Designing an Enemy AI horde-based attack system.
Other Projects
Skills
Game Design
Gameplay Prototyping
Live Ops
Combat Design
Scripting
System Design
Level Design
Puzzle Design
UX Design
Research
Research and Data Analysis
QA Testing
Usability Design and Testing
Production
Roadmap planning
Scrum Development
Languages
English
Hindi
Tools
Game Development Engines
Unreal Engine 5
Unity 3D
Cocos Studio
Source Control
Perforce
SVN
Production
Jira
Trello
Pivotal
Communication
Slack
Discord
Productivity
Microsoft Office
Photoshop
Blender
About Me

Since childhood, my passion for video games has been unwavering. I've always been captivated by the unparalleled immersion and depth that video games offer, a quality that sets them apart from other forms of media. It's the ability of games to evoke diverse emotions and present multi-dimensional experiences that has continuously intrigued me.
My fascination with crafting game rules began at an early age. I enjoyed designing small board games for friends, relishing in the process of creating intricate gameplay mechanics and structures. This initial interest naturally evolved as I immersed myself in exploring various game engines and modding tools, a journey that eventually led me to pursue a Master's in Game Design and Management at Rubika Supinfogame.
Following my academic pursuits, I embarked on my professional journey in the gaming industry at Electronic Arts (EA), India. It was here that I received my first official opportunity, delving into the dynamic realm of the mobile gaming industry. This experience allowed me to learn from some of the best in the field and gain invaluable hands-on exposure.
And the learning continues...