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GAME DIRECTOR 

SHAAN MISHRA

"Jack of all trades, Master of design" - Principal Game Designer with practical Production experience,
who revels in various responsibilities across systems, live-ops, direction, biz-dev & everything game design!

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01

Casual Autorunner

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A Trail

GAME DIRECTOR

  • This was the magnum opus of our indie studio, 'Tryhard Entertainment'. We re-created our student/indie released C2 game, 'Rambox' into a higher quality title on 'Unity' and then released it for multiple stores, The game truly embodies 'easy to play, hard to master!'
     

  • I worked on the core gameplay, system balancing, level design for roughly half of the released levels, monetization, localization and the ui/ux.
     

  • We didn't have any artist available with us during development so all the visuals in the game were created via design & code ingenuity, seasoned with clever obfuscation!
     

  • Finally post development wrap-up, my role switched to more behind the scenes focused in arranging publishing deals for the game; while working with the team to adapt the base build for various open and closed platforms with different monetization approaches.

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02

Survival  -  Experimental  -  Hidden Image

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Adorae

GAME PRODUCER, PX | PC (Steam)

  • While working for GIGO Games, I was tasked to produce and work on design and systems optimization from a 'PX' pov for the studio's new innovative IP, 'Adorae'.
     

  • An unique take on the survival genre and tacking existential issues like connections, loneliness, anxiety and mental health. Being developed for the Steam platform via Unity.
     

  • Alongside hosting daily standup and production responsibilities, I hosted the bi-weekly play-testing sessions along with the lead dev and the testing team while also contributing in the PX on the systems and design side!
     

  • Being an experimental survival game, this project really allowed me to deepen my balancing and PX optimization skills, contributing to the UI/UX, pacing, progression, difficulty curve and more importantly, polishing the essential minigames in the core gameplay loop in a more immersive direction!

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03

ROBLOX  GAMES

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Multiple Roblox Games

GAME DESIGNER, PRODUCER & LIVE-OPS

  • Also while at GIGO Games, I as the only game designer, was tasked with in the initial
    months to handle the design, production and live-ops for multiple active Roblox IPs
    under the studio portfolio (15+ titles; Highly Active DAU; Millions of Game Visits).
     

  • Adapting and excelling fast with multiple release schedule, I then went on to design, produce and release multiple Roblox games from scratch to release for the studio and
    help smooth everything for the dev and art teams I was working in conjunction with!

     

  • A thing that I found really exciting and challenging in the early stages of my platform experience was to optimize the meaty live-ops (seasons, events, themes, passes, pets,
    design intertwined gacha, drops and etc) and existing systems towards more design
    based frameworks than the existing dev based frameworks.
     

  • Post that, I optimized the UX and PX standards across boards in a more centralized way so that the design and visual philosophy can be adapted across game suites & cover multiple active studio games simultaneously!
     

  • My biggest achievement however would be my breaking down and setup up of custom frameworks and templates that handled content delivery, deliverable roadmaps & pipelines, redundant design & content requirements; in turn establishing systems and practices that reduced and optimized work load, planning and development execution by a WIDE margin!

 

Greg Hastings
Tournament Paintball

GAME PRODUCER, PX | Xbox

  • While working for GIGO Games, I was tasked to produce and work on level optimization from a 'PX' pov for the studio's prized IP, 'GHTP'. The latest entry in development for the storied (fps) paintball series for Xbox platform via Unity. alongside hosting daily standup and production responsibilities!
     

  • One thing I really enjoyed was to use my foundations as a designer to further assist the team better as a producer while also contributing in the PX on the level side!
     

  • I produced and manage different teams & leads across timezone, in particular with the lead dev; ensuring smooth workflow, quick problem resolution,  efficient version control, update logs and specs for the beta build of the game!

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04

FPS 

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SKILL FOUNDATIONS

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