Game Designer / Narrative Designer

Every world I build
begins at a threshold.

A prison break, a time machine, a blown card suit, a locked office at 9pm — seven games, seven doors. This is what's on the other side of each one.

Scroll
01 — About

Designer, first. Everything else in service of that.

GD Game Designer / Narrative Designer

Gaurav Dhenki is a game designer and narrative designer working across puzzle and systems design as well, with a background in 3D art and animation that shows up in how he thinks about every project — not just what a mechanic does, but how it should look, sound, and feel the moment a player encounters it.

His work spans a deliberately wide range of genres — a memory-puzzle arcade game for children, a probability-driven royal card game, a neon casino maze, a physics-chained co-op racer, a satanic-cult escape room, a luxury card-prediction game, and a time-travel puzzle adventure — but the same instincts run through all of them: give every mechanic a reason to exist inside the story, and never let a system feel arbitrary.

Holds an MA in Design from Kingston University London (2024) and a B.Des in Animation & VFX from ITM-IDM (2023), and works comfortably across Maya, Blender, Substance Painter, Unity, and the full Adobe suite — the same toolset that lets him move fluidly between writing a scoring table and building the asset that sits behind it.

Game Design
Narrative Design
Puzzle Design
Systems & Scoring
Audio Design
Unity
Autodesk Maya
Blender
Substance Painter
Photoshop
After Effects
Character Animation Reel
2024
MA, Game Development (Design)Kingston University London
2023
B.Des, Animation & VFXITM-IDM, Mumbai
2023
3D ModellerThe Core Studio — asset & environment design across multiple productions
2022
3D ArtistAcid Visuals — music video title work
02 — Selected Work

Seven doors. Pick one.

01 / 07

Stuck in the Arcade

Role Game Designer Genre Educational Puzzle Adventure Platform PC (Offline) Audience Ages 6–12

Max, a curious and mischievous boy, is magically pulled into an abandoned arcade. To escape, he must complete ten progressively challenging memory-based mini-games, each hidden inside a glowing cabinet. Every solved game reveals a clue about the arcade's origin — and about Max's own past — building toward a final puzzle that combines everything learned along the way. This was my MA in Game Development (Design) final project at Kingston University London.

Design Spine
  • Visual identity Retro arcade theme, neon lighting, low-poly art — a bright, welcoming arcade-at-night look, mysterious rather than scary
  • Structure Central hub world → 10 memory mini-games → final puzzle combining every clue → optional bonus treasure hunt
  • Memory types trained Visual pattern recognition, audio sequence recall, spatial memory, and time-pressured decision-making
  • Accessibility & ethics Fully offline, COPPA and GDPR-K compliant, no personal data collection, no monetization or loot boxes
  • Tools Unity 3D, Autodesk Maya (assets), Mixamo (rigging), Trello (project management)
  • Playtesting Structured sessions with 57 children across the target age range, plus parent feedback, measuring memory accuracy, completion time, and engagement
The design bet

Ten completely different memory mechanics could easily feel like ten unrelated apps stitched together. The fix was structural, not visual: one shared control scheme and consistent interaction patterns across all ten, minimizing the interface-learning cognitive load so a young player's effort goes toward the memory challenge itself, not toward figuring out how each new cabinet works. Playtesting with 57 children confirmed it — participants navigated the hub and completed challenges without external guidance, and measurably improved at pattern recognition and recall under time pressure across sessions.

02 / 07

Raj Darbar

Role Game Designer Genre Turn-Based Card Game Players 2–4 Theme Royal Mughal Court

A reskinned 52-card deck built around one idea: rarity should set the price. Players draw and pair cards summing to ten, but four royal face cards — Maharaja, Maharani, Sipahi, Senapati — bend the rules of pairing entirely, and the scoring table is built directly from real card-count probability, not arbitrary numbers.

Design Spine
  • Visual identity Deep maroon and gold, candlelit palace tones, aged-parchment cards with painterly royal portraits
  • Core loop Draw → pair to 10 → discard to a shared middle pile if you can't
  • Wild cards Maharaja (same-suit only), Maharani (any suit) — two different flavors of flexibility
  • Disruption Senapati breaks an opponent's pair, permanently removing a face card from play
  • Probability-aware scoring Sipahi pairs outscore Maharani pairs — because only 2 of 4 Jacks are Sipahi
  • Named bonus plays "Royal Wedding," "Royal Favor" streaks, "The Coup" — social, callable moments, not silent math
The design bet

Most card games assign point values by feel. Here, every number traces back to actual deck composition — a Sipahi pair scores higher than a Maharani pair specifically because there are half as many Sipahi in the deck. The math is the theme.

03 / 07

Cheese Wine Maze

Role Game Designer Genre Neon Arcade Betting Game Structure 9 lever pulls, 3 reward boxes

A Pac-Man-style maze rebuilt as a wagering game: pick a betting range, secretly choose a hidden vault number, then chase glowing cheese-and-wine symbols through a maze that fights back with two very different flavors of hazard — one small and comedic, one big and genuinely costly.

Design Spine
  • Visual identity Deep navy and black, neon pink and cyan maze walls, gold coin accents — a glowing casino-arcade look
  • Symbol ladder Cheese (5) → Wine Glass (10) → Cheese Pie (15) → Wine Bottle (20) → Gold Coin (30)
  • Hazards Stinker (−5, 1-tile bounce) and Rotter (−10, 2-tile bounce) — never fill a box, only cost and reposition
  • Hidden Vault A secretly chosen number seeded onto 5 tiles per maze — only a match on the final pull of a set counts
  • 35 verified outcomes Every possible 3-symbol combination mapped to its betting bracket, computer-checked for accuracy
  • Last Pour A risk/reward finale — bank a safe x8, or gamble one more pull for x10
The design bet

Betting games live or die on whether the math actually holds up. Every symbol value here was rebalanced from scratch — round numbers only, verified against all 35 possible outcomes — so the top payout bracket stays genuinely hard to reach, not just decorative.

04 / 07

Chained Duo Race

Role Narrative, Cutscene Animation, SFX Genre Co-op Party Racer Players 4 (2 teams of 2)

Two prisoner duos — a grandparent and grandchild, and a couple — race for the same lone escape shuttle after their space-station prison breaks apart. Teammates are physically tethered by an elastic sci-fi chain: fall out of sync, and you drag your partner down with you.

Design Spine
  • Visual identity Synthwave sci-fi — bold red lighting, white and grey metallic surfaces, glossy reflective floors, high contrast
  • Chain physics Hinge-joint tension, momentum transfer, and a rhythm-sync speed bonus for moving in step
  • Movement set Run, jump, crouch, slide, dodge — every action requires coordinated timing
  • Procedural courses Same map and story every run, randomized obstacle layout each time
  • Dual endings Winners fly off as the shuttle closes; losers watch it leave without them
  • My contribution Concept origin, narrative, cutscene animation, and sound design
The design bet

The chain isn't a gimmick layered on top of a normal racer — it's the entire game. Every obstacle was designed around the question "how does this test two people's timing, not one," which is a very different design brief than a standard runner.

05 / 07

After 9

Role Narrative, Puzzle, Audio, Asset Design Genre Escape Room Horror Levels 5

An office worker breaks curfew and wakes up trapped past 9pm. A computer under a red spotlight demands riddles be solved to escape — and each solved room reveals a little more of the satanic cult quietly operating beneath the mundane workplace.

Design Spine
  • Visual identity Grey and deep red with cold blue accents, dim flickering light throughout, minimalist and surreal
  • 5 escalating rooms From a normal office to a room with no light at all, only red-lit clues
  • Puzzle types Color sorting, odd/even counting, movement sequences, descending counts
  • Tone arc Restrained mystery → intensifying dread → a final twist that isn't the escape it looks like
  • My contribution Pitched and developed the cult storyline, designed every puzzle, built the entire soundscape
The design bet

Every room's puzzle mechanic is simple on purpose — the horror had to come from atmosphere and pacing, not difficulty. Sound carries as much of the dread here as anything visual; the audio design isn't a background layer, it's doing narrative work.

06 / 07

BLOW

Role Systems & Mechanic Design Genre Luxury Casino Card Prediction

Not a slot machine — a prediction game with a violent twist: the player permanently destroys one entire card suit before the round even starts. Only that suit's King, Queen, and Jack survive, becoming rare "Royal" cards that quietly rewrite the odds for the rest of the round.

Design Spine
  • Visual identity Aged parchment and antique gold, ornate filigree borders — a vintage private-vault casino look, not a bright modern floor
  • The Blow Destroy one suit's number cards entirely; only its 3 Royals remain in play
  • Suit personalities Heart (safe), Spade (aggressive), Diamond (wealth), Club (chaos)
  • Two bet types Precise range + face card (high risk) vs. face-card-only (safer, lower payout)
  • Card selection loop Pick 3 of 12 hidden cards, then 3 swipe chances to improve the hand
  • Jackpot Wheel A weighted, unequal-odds spin — not a flat equal-thirds wheel
The design bet

Framing the core action as destruction, not selection, changes how it feels to play. You're not picking a suit — you're deciding which kingdom to collapse, and living with only its royalty left standing.

07 / 07

What Time Is It?

Role Puzzle Design, Pre-production, Asset Research Genre 4D Puzzle Adventure Platform Android (Unity)

A scientist discovers his grandfather's time machine broke the world's timeline. Traveling between a lush, unspoiled Past and a collapsing Future, the player must redesign three of Grandfather's original inventions — swapping coal for solar, methane for wind — to undo the damage before it's too late.

Design Spine
  • Visual identity Warm amber and gold for the Past, cool blue-grey for Present and Future — palette shifts to match each era's emotional register
  • Three eras Past (warm, nostalgic, safe), Present, and Future — each with its own palette and emotional register
  • Puzzle catalogue "Tree and Ladder" (plant in the Past, climb in the Future), "Laser Beam & Mirror," and more
  • Three redesign chapters Power, Control, Focus — each replacing a polluting invention with a clean one
  • My contribution Originated the scientist-and-time-travel concept, designed the puzzle catalogue, sourced 3D asset references
The design bet

The three eras aren't just re-skinned levels — they're an emotional structure. The Past is deliberately the "safe, good memory" space precisely because nothing has gone wrong there yet, which makes the Future's damage land harder by contrast.

Get in touch

Got a world that needs a door?

I'm looking for a team that cares as much about why a mechanic exists as what it does. If that's the kind of work you're building, I'd like to hear about it.