ABOUT ME

Hello, I'm Karuna Ketan.

I am a Game Designer specializing in Player Psychology, System Design, Level Design and Game Economy. Leveraging a strong technical background, I translate creative pillars into actionable Game Design Documents (GDDs) and rapid prototypes. I am driven by crafting balanced gameplay loops, level blockous and spatial layouts that create intentional, deeply engaging player experiences.

Karuna Ketan Portrait

Projects: Prototypes & Deconstruction

Professional Project

AOA Gameplay AOA Gravity Beam

AOA: Space Scrap Smugglers

Role: Contract Game Designer
Team: 12+ (FatCatPlay)
Duration: 3 Months
Engine: Unreal Engine

A physics-driven space mining simulator built for emergent cooperative gameplay. I designed foundational mechanics that brutally enforce team communication and authored the documentation that guided production.

  • Engineered physics-based tool synergies like the Gravity Beam to force cooperative dependencies.
  • Created top-down graybox layouts for the Hub-and-Spoke tutorial world.
  • Designed textless onboarding sequences utilizing diegetic visual cues.
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Personal Projects

Obstacle Assault Gameplay

Obstacle Assault

Role: Game Designer
Team: Solo Project
Duration: 1 Month
Engine: Unreal Engine

A 3D platformer focused on flow state and spatial mastery. I utilized data-driven iteration to balance difficulty, ensuring players feel challenged by the environment rather than the controls.

  • Designed movement-driven levels that teach mechanics through risk-reward routing.
  • Tuned spatial metrics, jump arcs, and coyote time to minimize player frustration.
  • Implemented instant-restart loops to prioritize continuous mastery.
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Eclipse of Fear Eclipse Chase

Eclipse of Fear

Role: Game Designer
Team: 2 Members
Duration: 1 Month
Engine: Unreal Engine

A systemic survival horror prototype emphasizing psychological tension. I stripped away traditional UI elements to create a highly immersive, vulnerable player experience driven by dynamic AI.

  • Designed the diegetic "Lives as Papers" health system where failing physically burns a quest item.
  • Scripted a dynamic Intensity Director that scales enemy aggression based on player metrics.
  • Balanced 4 distinct enemy waves using Data Sheets to tune speed and detection.
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Shattered Charms Boss AI

Shattered Charms: Through The Veil

Role: Game Designer
Team: Solo Project
Duration: 3 Months
Engine: Unreal Engine

An Action RPG focused on systemic progression and mathematical balancing. I replaced rigid skill trees with modular systems to heavily incentivize player experimentation.

  • Designed the active "Charm Matrix" progression system for combat synergy.
  • Mathematically modeled a 3-tier purification economy in Excel to balance drop rates.
  • Architected a Hub-and-Spoke world layout using lighting cues to control pacing.
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Game Deconstruction

TLOU Cover

The Last of Us: Part I

A deep dive into how Naughty Dog uses resource scarcity, "Pacing Pockets", and environmental storytelling to manipulate player psychology without relying on UI waypoints.

Read Deconstruction

My Process

🔍

Research

I conduct deep Game Deconstructions to understand design pillars, game loops, and pacing.

📝

Brief

Establishing clear Design Pillars early to ensure mechanics align with the core player fantasy.

💡

Ideation

From brainstorming to Paper Prototyping. I test math and logic on paper to fail fast before coding.

📖

Docs

Creating Live GDDs. I know when to write detailed specs and when to make quick flowcharts.

⚙️

Prototype

Jumping into Unreal Engine using Blueprints to build functional mechanics to test Game Feel.

🎮

Testing

Regular playtests to tune difficulty curves. Gathering feedback is my bread and butter.

🚀

Release

Packaging and shipping builds, ensuring the first-time user experience is frictionless.

📊

Analysis

Digging through playtest data and writing Post Mortems to understand what went right and broke.