Portfolio · v26 · Abhilasha Singh

I design
gamified ↷ experiences
worth getting
lost in.

Hi, I'm Abby — an engineer-turned-designer making systems, interfaces, levels & narratives that feel hand-made. Somewhere between a notebook and a debug console.

designed w/ coffee & cursed spreadsheets
§ 01 / ABOUT

Hi, I'm Abby.

↳ the short version

CS degree first. Then seven years in visual design. Then games — where systems, UI, motion, and narrative finally had to sit in one frame. Ten years designing; four of them full-time UX/UI for games.

Master's in Digital Game Design, National Institute of Design, Bengaluru. Sole user researcher on Crossword Jam at Playsimple. Shipped two match-3 titles at Giga Fun Studios — Mili Match in 10 months, Travel Match in 7. Designed XR interfaces for Ping Pong Club on Apple Vision Pro.

Three games in flight right now. A casual match-3 — Baba on the Road — at my own Purple Square Studios. Two at The Verse: a bio-feedback emotion-regulation game for diabetics, and a Buddhist-lore RPG about pro-social behavior. Santa Clara, CA.

FORTE
Experience Design
FORTE
Narration & Game Design
FORTE
Visual Comm & Animation
FORTE
Vibe Coding (GPT · Claude)
TOOLS
Figma · XD · Photoshop
TOOLS
Unity · Blender · Unreal
TOOLS
After Effects · Photoshop · Illustrator
CODE
Visual Scripting · Basic C++ · HTML
Fig. 01 — desk @ 2 AM
coffee
mandatory
§ 02 / SELECTED WORK

Games I've built, broken & patched.

↳ scroll / click
AI-native game dev pipeline — composite of three games (Karma, Baba, Riley) and the tools that built them
PIPELINE · AI-NATIVE
2024–26
AI-Native Game Dev Pipeline

An end-to-end production pipeline assembled from ChatGPT, Claude, Claude Code, Meshy, Blender, Flow, Suno, ElevenLabs, and Firebase — used to ship three games across mobile, desktop, and VR with a one-to-three-person team.

PipelineAI toolingMulti-platform
Hum-Dial Bio-feedback for Action RPG
BIO-FEEDBACK · ACTION RPG
2025
Hum-Dial Bio-feedback

Turning breath into a game mechanic. UX/UI design for an action RPG where the player's hum steers a bio-feedback dial — breath becomes control input.

UX / UIBio-sensorsAction RPG
Ping-Pong Club XR for Apple Vision Pro
XR · VISION PRO
2024
Ping-Pong Club XR

Serving strategy & style: UX/UI for a spatial-computing ping-pong experience on Apple Vision Pro. Hand presence, court framing, and play-style progression.

Spatial UXApple Vision ProSports XR
The Karma Project — emotional regulation through embodied gameplay
NARRATIVE · PRO-SOCIAL RPG
2025–26
The Karma Project

A 3D Unity RPG about emotional regulation, scaffolded on the Six Realms of Buddhist cosmology. Embodied giving, fail-soft compassionate systems, and a hum-dial whose win state is the player's own nervous system.

NarrativeGame DesignUnity 6
Match-3 game with travel theme
MATCH-3 · TRAVEL THEME
2024
Travel Match-3

Travel as more than a theme. Experiments to find the right themed match-3 that actually appeals across genders and ages — not just window dressing.

Theme DesignMatch-3Mobile
Indian wedding themed match-3 for young women
MATCH-3 · LIGHT META
2023
Mili Match

An Indian-wedding match-3 with light meta, designed for a young female audience. Setting tone early with the right protagonist and the right restraint.

Character DesignThemeMobile
Collection System for F2P word game with 10M+ downloads
LIVE · 10M+ DOWNLOADS
2022
Collection System

UX-heavy feature for an F2P casual word game with global audience — increasing ownership for the 45+ segment. Shipped live to millions.

F2P EconomyLive OpsMobile
Gamified emotions journaling app with virtual pets
CASE STUDY · WELLNESS
2023
Emotions Journaling

A virtual-pets approach to emotional tracking — identifying what we didn't know we needed to track, and crafting a gamified loop that makes reflection sticky.

UX ResearchGamificationMobile
Research strategies for casual word games
RESEARCH · CASUAL
2022
Research Strategies

Discovery and establishment of research methodologies purpose-built for casual mobile games — where "users" rarely show up in a panel on demand.

UX ResearchStrategyCasual Games
Gamified e-waste recycling ecosystem
PRODUCT · SUSTAINABILITY
2021
E-Waste Recycling

A rewards-based gamified concept that makes e-waste recycling feel fun — not civic homework. Full ecosystem design from drop-off to reward redemption.

ProductGamificationEcosystem
Educational SaaS dashboard system
B2B · EDU SaaS
2021
Educational SaaS Dashboard

Centralized management system for multiple stakeholders in education. How a comprehensive UX/UI revamp doubled the asking price in the sales pitch.

UX / UIDashboardB2B SaaS
§ 03 / PROCESS

From napkin to playable.

↳ messy on purpose
STEP 01
verbs loop feels

Find the verb

Every game I start begins with one verb. Light. Drift. Haggle. If the verb isn't fun to say, the game won't be fun to play.

STEP 02

Paper, then pixels

Two weeks of pen-and-dice before a single asset. If a loop isn't fun with paper tokens, no amount of particles will save it.

STEP 03
difficulty vs. retention

Tune until it hums

Spreadsheets. Histograms. Arguing with my past self in the margins. The good numbers are the ones that surprise me.

STEP 04
playtest #17 "the goose was too fast" — Ria

Watch someone else play

The most useful tool I own is a silent mouth. Nothing teaches pacing like watching a stranger put the controller down.

STEP 05
SHIP IT

Ship, then listen

Launch day is the beginning of the conversation, not the end. Patch notes are love letters.

§ 04 / CONTACT

Let's make
something weird together.

Santa Clara, CA · +1 408-401-9624 · reply window 48h, or coffee's on me. Currently open to full-time roles & thoughtfully-weird contracts.

psst — try the konami code ↑↑↓↓←→←→ba

Tweaks

Accent
Paper
Cursor
Ticker speed

✦ YOU FOUND IT ✦

+100 DESIGN POINTS · ACHIEVEMENT UNLOCKED