RUDRA Patel
PROJECTS / WORKLevel design · Puzzle design
Project Avatar
A narrative puzzle experience developed for OptoSigma. Players explore a space station and solve puzzles across interconnected rooms.
- My role
- Level design & production
- Engine
- Unreal Engine 5
- Project type
- Client team project
- Platform
- Mobile
The experience
Describe the player experience and the project's central design goal. Explain what makes the interaction or environment interesting.
My contribution
- Level layouts and blockouts.
- Puzzle mechanics and interaction prototyping.
- Team coordination and design documentation.
Inside the project
Iteration & playtesting
Replace this with a specific finding from testing: what players did, what you changed, and how the change affected their experience.
Level design · Puzzle design
Last Minute Hero
A narrative puzzle experience developed for OptoSigma. Players explore a space station and solve puzzles across interconnected rooms.
- My role
- Level design & production
- Engine
- Unreal Engine 5
- Project type
- Client team project
- Platform
- Mobile
The experience
**Last Minute Hero** challenges players to finish homework before midnight while managing unexpected disruptions in a cramped apartment. Designed for first-time VR users, the central goal was to make the objective and interactions intuitive through familiar surroundings and recognizable physical actions. Scribbling on paper, restoring lights, and swatting spiders turn an everyday setting into a playful multitasking challenge, helping players understand what to do through the experience itself.
My contribution
- Level layouts and blockouts.
- Puzzle mechanics and interaction prototyping.
- Team coordination and design documentation.
Inside the project
Iteration & playtesting
Replace this with a specific finding from testing: what players did, what you changed, and how the change affected their experience.
Level design · Puzzle design
Project Avatar
A narrative puzzle experience developed for OptoSigma. Players explore a space station and solve puzzles across interconnected rooms.
- My role
- Level design & production
- Engine
- Unreal Engine 5
- Project type
- Client team project
- Platform
- Mobile
The experience
Describe the player experience and the project's central design goal. Explain what makes the interaction or environment interesting.
My contribution
- Level layouts and blockouts.
- Puzzle mechanics and interaction prototyping.
- Team coordination and design documentation.
Inside the project
Iteration & playtesting
Replace this with a specific finding from testing: what players did, what you changed, and how the change affected their experience.
Level design · Puzzle design
Get Ink'd
A narrative puzzle experience developed for OptoSigma. Players explore a space station and solve puzzles across interconnected rooms.
- My role
- Level design & production
- Engine
- Unreal Engine 5
- Project type
- Client team project
- Platform
- Mobile
The experience
Describe the player experience and the project's central design goal. Explain what makes the interaction or environment interesting.
My contribution
- Level layouts and blockouts.
- Puzzle mechanics and interaction prototyping.
- Team coordination and design documentation.
Inside the project
Iteration & playtesting
Replace this with a specific finding from testing: what players did, what you changed, and how the change affected their experience.
Level design · Puzzle design
Project Avatar
A narrative puzzle experience developed for OptoSigma. Players explore a space station and solve puzzles across interconnected rooms.
- My role
- Level design & production
- Engine
- Unreal Engine 5
- Project type
- Client team project
- Platform
- Mobile
The experience
Describe the player experience and the project's central design goal. Explain what makes the interaction or environment interesting.
My contribution
- Level layouts and blockouts.
- Puzzle mechanics and interaction prototyping.
- Team coordination and design documentation.
Inside the project
Iteration & playtesting
Replace this with a specific finding from testing: what players did, what you changed, and how the change affected their experience.
Behind the projects
Rudra Patel
Game & Level Designer · Visual Storyteller
I design spaces, puzzles, and interactions that invite people to explore. At Carnegie Mellon’s Entertainment Technology Center, I’m bringing together game design, visual storytelling, and collaborative production to create meaningful experiences.
Skills Design, build, refine.
Select a skill to explore.
Level design
Spatial layouts, blockouts, navigation, environmental storytelling, and encounter pacing.
Gameplay prototyping
Puzzle mechanics and interactive systems built with Unreal Engine and Blueprints.
UI / UX
Player-facing interfaces, interaction flows, and clear visual communication.
Production
Team coordination, milestones, task tracking, and turning feedback into actionable changes.
Visual storytelling
Graphic design, videography, editing, and motion graphics with Adobe Creative Suite.
Achievements Milestones along the way.
-
Best Videographer
Purdue · 2023 & 2024
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AAF Silver Addy Winner
American Advertising Federation 2024 Silver Addy Winner (Graphic Design). & 2024
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Client-driven game development
Contributed level design and production work to Project Avatar for OptoSigma.
-
Purdue → Carnegie Mellon
B.S. in Game Design & Development, now pursuing a Master of Entertainment Technology.
Beyond work What keeps me curious.
Games & interactive worlds
Exploring the spaces, mechanics, and moments that make an experience memorable.
Photography & film
Finding stories through composition, movement, lighting, and editing.
Live events & production
Bringing people together through performance and shared experiences.
Level design · Puzzle design
Project Avatar
A narrative puzzle experience developed for OptoSigma. Players explore a space station and solve puzzles across interconnected rooms.
- My role
- Level design & production
- Engine
- Unreal Engine 5
- Project type
- Client team project
- Platform
- Mobile
The experience
Describe the player experience and the project's central design goal. Explain what makes the interaction or environment interesting.
My contribution
- Level layouts and blockouts.
- Puzzle mechanics and interaction prototyping.
- Team coordination and design documentation.
Inside the project
Iteration & playtesting
Replace this with a specific finding from testing: what players did, what you changed, and how the change affected their experience.