TEJAS REDDY

GAME / LEVEL DESIGNER

Hi! My name is Tejas, a game designer with a BSc in Marketing and Behavioral Psychology.

Below you can find my portfolio highlighting projects that I have worked on.

PROFESSIONAL WORK

Kristala is a dark fantasy ARPG featuring Sekiro-inspired combat, acrobatic parkour, and exploration to uncover a detailed and immersive story. Embark on a thrilling journey to master the magic of the Sacred Six Kristals as you battle to uncover the source of a mysterious and dark curse.

ROLE: LEVEL DESIGNER

RESPONSIBILITIES:

I was responsible for blocking out and scripting 2 hours of open world explorable content in Kristala’s Chapter 3 update which introduces its newest snowy biome, Tandara.

ENGINE: Unreal 5.5

GENRE: 3rd Person Soulslike RPG

PLATFORMS: PC

DURATION: 8 months

TEAM SIZE: 40

PERSONAL PROJECTS

The purpose of this project was to visualize a space at 2 separate points in time. I wanted to explore how the same environment could drastically change as time passed and how that could be conveyed through color, lighting, and the breaking down of structures/assets.

ROLES & RESPONSIBILITIES:

  • Designed and Whiteboxed the outer environment and buildings

  • Designed and Whiteboxed the interior of the central rotunda

  • Directed the art style of the piece through material/texture editing and lighting

This project aimed at exploring the mechanics and functions behind implementing an A.I. companion character that is seen so often in adventure RPGs. The goal was to design the core elements of what makes such a companion feel reactive to the player.

ROLES & RESPONSIBILITIES:

  • Designed and Blueprinted the mechanics of the companion from movement prediction to environment interactions

  • Rigged Companion Character animations

Sunder

I designed this game concept as a narrative driven game that centers around two spirits cursed to be bound together with no memory of their origin. The game focuses on their adventure towards the center of the realm to uncover the secrets of their curse. The journey itself is a symbolic representation of how loneliness can be overcome through companionship with each biome they travel through reflecting a specific aspect of the concept of feeling alone.

ROLES & RESPONSIBILITIES:

  • Designed the narrative flow and core concepts of the game

  • Created 1 Page GDDs of specific mechanics and spatial problems

  • Created Game Proposal and Beautiful Corner Pitch Decks

DOCUMENTS: