Summary
Overview
Work History
Education
Skills
Websites
Accomplishments
Locations
Core Skills
Timeline
Generic

Satyam Pandey

Bangalore , Los Angeles , Pune , Mumbai

Summary

Senior Game Designer and Associate Game Director with 5+ years of experience shipping F2P and indie games played by 40M+ players globally. Specializes in systems design, technical design, game feel, progression, and Live-Ops. Proven at inventing mechanics, leading cross-disciplinary teams, and using data to improve engagement and retention. Hands-on with Unity (C#) and Unreal Engine (Blueprints).

Overview

5
5
years of professional experience

Work History

Associate Game Director / Senior Game Designer

SuperGaming
04.2023 - Current

Battle Stars – Hero Shooter (Mobile | 5M+ Downloads)

  • Led the entire Battle Stars design & game team as Game/Design Director, owning the game’s vision, core systems, and player experience from concept → launch → LiveOps.
  • Built the core foundation of the game including movement feel, combat pacing, hero roles, readability, and overall game flow.
  • Directed the creation and balancing of 10+ unique heroes, shaping ability kits, counters, player fantasies, and long-term hero meta.
  • Guided cross-functional collaboration across art, engineering, product, analytics, and community to ensure cohesive execution and polish.
  • Drove combat tuning (TTK, recoil, hit feedback, camera, movement curves) to deliver a fast, responsive, and satisfying moment-to-moment experience.
  • Oversaw community-driven iteration, integrating player feedback, telemetry, and testing insights to refine balance, missions, and LiveOps.
  • Delivered 20+ mission types and 10+ seasonal event frameworks, scaling the game to millions of players post-launch.

Indus – Battle Royale (Mobile / PC)

  • Acted as a key systems & LiveOps designer, shaping core progression, loot, and seasonal frameworks for one of India’s biggest upcoming shooters.
  • Directed Closed Beta iteration, coordinating with analytics, QA, and community teams to process large-scale player feedback and translate it into actionable design updates.
  • Owned the complete Inferno Season design: delivered 5+ new gear items, tuning passes, reward ladders, and thematic progression.
  • Built and balanced mission, XP, and reward systems spanning 3+ planned seasons, ensuring long-term player motivation and clear milestone goals.
  • Designed loot tables and itemisation for dozens of weapons, attachments, and rarity tiers, improving pacing and drop satisfaction.
  • Concepted legendary gear (e.g., Agni Spear), integrating combat role, player fantasy, and lore into cohesive high-impact items.
  • Worked closely with product, art, and engineering to maintain alignment between seasonal pillars, gameplay needs, and content pipelines.

Co-Founder / Game Director

Studio Breaking Tides
09.2025 - Current
  • Own GDDs, UX flows, and vertical-slice planning, aligning creative scope with indie team constraints.
  • Blade of Yomi (Concept, Action-Rogue-like, UE5): Crafted a boss encounter around a 'Draw of Bloom' sheathe/unsheathe system with tight timing windows and clear telegraphs.
  • Under Rated (Concept, Stealth Heist / Narrative): Built the heist loop and stealth clarity systems for multi-phase restaurant infiltrations by undercover food-critic animals.
  • Tariff Tycoon (Concept, PC Idle/Sim): Created a satirical overlay idle-economy loop with AFK income, upgrade tiers, and compounding rewards.
  • Ephemeral - Narrative Puzzle (48h Game Jam): Devised the core interaction and a 5-level pacing loop, delivering a 30-40 minute narrative experience.

Game Designer

SuperGaming
07.2020 - 04.2023
  • Core designer as the game scaled from prototype to 20M+ downloads and millions of MAU.
  • Built the FTUE / onboarding flow for the first 3 sessions, improving early retention metrics.
  • Led design of 4+ core modes (Hide & Seek, Jail Break, Murder Mystery) plus 10+ Limited-Time Events.
  • Structured monetization systems for 50+ cosmetics, 3+ passes, and rotating offers tied to missions and seasons.
  • Produced UX flows and wireframes for lobbies, progression, and mode selection with UI and art partners.

Education

Diploma - Game Design

New York Film Academy (NYFA)
Los Angeles, CA
08-2025

Bachelor - Game Design

Rubika India
Pune, India
01.2020

Skills

  • Game Design Systems
  • Systems Design
  • Combat Design
  • Game Feel / Juiciness
  • Meta & Progression
  • F2P Economy Design
  • Multiplayer & Social Systems
  • Event Design
  • Retention & Live-Ops
  • UX Flows
  • Wireframing
  • FTUE & Onboarding
  • Shop / Inventory UX
  • Accessibility
  • Data-Informed Iteration
  • A/B Testing
  • Unity (C#)
  • Unreal Engine 4/5 (Blueprints)
  • In-Engine Prototyping
  • Level Design Tools
  • Blender
  • Balancing Sheets (Excel)
  • Feature Ownership
  • Cross-Team Communication
  • GDDs & Documentation
  • Roadmapping
  • Mentoring
  • In-Engine Prototyping
  • Level Design Tools
  • Blender

Accomplishments

  • 3× Google Playtime Awards for Battle Stars and Silly Royale (Singapore).
  • Featured Speaker, IGDC 2023 - 'Heroic Evolution: Community-Driven Design'.

Locations

  • Los Angeles, CA
  • Mumbai, MH
  • Pune, MH

Core Skills

Systems Design, Combat Design, Game Feel / Juiciness, Meta & Progression, F2P Economy Design, Multiplayer & Social Systems, Event Design, Retention & LiveOps, UX Flows, Wireframing, FTUE & Onboarding, Shop / Inventory UX, Accessibility, Data-Informed Iteration, A/B Testing, Unity (C#), Unreal Engine 4/5 (Blueprints), In-Engine Prototyping, Level Design Tools, Blender, Balancing Sheets (Excel), Feature Ownership, Cross-Team Communication, GDDs & Documentation, Roadmapping, Mentoring

Timeline

Co-Founder / Game Director

Studio Breaking Tides
09.2025 - Current

Associate Game Director / Senior Game Designer

SuperGaming
04.2023 - Current

Game Designer

SuperGaming
07.2020 - 04.2023

Bachelor - Game Design

Rubika India

Diploma - Game Design

New York Film Academy (NYFA)
Satyam Pandey