Ishan Sen — Senior Game Designer
Systems · Economy · LiveOps · UX · Open to relocation & remote
Kolkata, India · linkedin.com/in/ishan-sen · ishansen.co
- 10+ YRS In game design
- 22 Titles live
- 8 In development
- 20M+ Downloads — GSN Casino
- 5 Designers led
Profile
Game designer with over a decade of shipping free-to-play mobile and social titles, now designing systems and economies for AA and AAA PC titles. Grew GSN Casino's Video Bingo into a multi-million-dollar revenue title and led a five-person design team at HGMM. At Juego Studios, shipped the GAMR active-play console platform — a launcher and seven movement games — and is designing two PC shooters alongside six client titles, while building Hollow Vigil, a 3D roguelike, solo in Unreal 5 on an AI-assisted pipeline.
Skills
- Systems Design
- Economy Balancing
- F2P Monetisation
- LiveOps & Events
- UI/UX & Wireframing
- Scope & Production
- Team Leadership
- AI-Assisted Workflows
Experience
Senior Game Designer — Juego Studios
Apr 2026 – Present
- Design core systems, mechanics and economy balancing across AA, AAA and mobile titles.
- Senior game designer on B.A.M (By Any Means) and Sub-Recon, both PC titles bound for Steam and the Epic Games Store.
- Design across the GAMR active-play console — Hub launcher plus seven live movement games on an 8-direction PlayPad mat.
- Own wireframes, UI/UX flows and scope definition; coordinate design, engineering, art and production.
QA Engineer — Remarketspace
Sep 2025 – Feb 2026
- A deliberate move into QA to sharpen test discipline and attention to detail — structured repro, edge-case and regression thinking now carried back into design.
Lead Game Designer · Producer · UI/UX — HGMM
Aug 2019 – Apr 2022 • Apr 2023 – Sep 2025
- Led a team of 5 across game design, production and UI/UX; also owned hiring for the design team.
- Rummy Tales — lead designer, producer, UI/UX, marketing and QA on a F2P casual rummy title.
- STAR Play & Hard Rock Social Casino — designed the container, features, backend systems and UI for two hotel-and-casino brands.
Game Designer — YallaPlay
Jun 2022 – Dec 2022
- Designer on Spades Masters, a free-to-play Spades title on iOS and Android.
Intern → Associate Game Designer → Game Designer — GSN Games
Mar 2016 – Apr 2019
- Grew Video Bingo into a multi-million-dollar revenue title — the benchmark for bingo games on iOS and Android, on a platform with 20M+ downloads.
- Designed monthly time-limited content and live events, each with a new mechanic, to lift DAU and retention across the portfolio.
- Shipped 6 slot and bingo titles and supported the Facebook → iOS/Android port of GSN Casino.
Game Design Intern — Migoi Studios
2016 • 4 months
- Design, level design, UI and programming across three published PC titles.
Portfolio
Juego Studios
Senior Game Designer · Apr 2026 — present
Core systems, mechanics and economy balancing across AA, AAA and mobile. Senior designer on two PC titles bound for Steam and the Epic Games Store, plus the GAMR active-play console.
B.A.M — By Any Means
Tactical Hero Third-Person Shooter · PC, Steam, Epic · In development
A 4v4 arena brawler built on role asymmetry: one Commander drafts heroes, assigns equipment and locks per-round buffs without ever fighting; three Combatants do the fighting, across best-of-five rounds. Designed the eight-hero roster and ability kits, the 96-piece equipment and upgrade economy, compact symmetric arenas, and the MMR and nine-tier ranked ladder.
My contribution: Senior Game Designer, Systems Designer, Level Designer
Sub-Recon
AAA WWII Extraction FPS · PC, Steam, Epic · In development
A WWII extraction FPS built around a submarine that four players crew by hand — the boat is a level, not a vehicle, worked on foot in first person across five rooms and eighteen stations. Eight players and ten bots share a 144 km² map of open water, coastline and sea floor. Designed the crew systems — diesel-to-electric switching, air, fuel, flooding, fire and damage control, four-action manual torpedo loading, and the sonar-versus-radar detection and noise model — plus the extraction loop, where loot carries over only if it is in the crate and the hull is still afloat at the buzzer. Also specified convoy-destroyer AI and bot behaviour trees, perception and spawn rules.
My contribution: Senior Game Designer, Systems Designer
GAMR Universe
Active-Play Console · Android TV, Apple TV · Live
The platform itself: a PlayPad floor mat with eight directional panels, shipping on Android TV and Apple TV in 16:9 landscape, Unity as lead engine. Primary players are children 6–12 with parents as co-players and buyers. Sessions are 5–15 minute physical bursts, limited by energy rather than a timer.
GAMR Hub
Launcher & Progression Shell · Android TV, Apple TV
The launcher and progression shell. Deliberately minimal: no shop bloat, no dashboards, no sign-in. The stated goal is getting a player from "console on" to "moving on the mat" in three remote presses or fewer, with a Hub that never asks a child to read. Holds the shared coin economy, per-game leaderboards, medals and "Continue Playing" across the seven-game library. Offline-first, 60fps, anonymous analytics only — positioned to parents as screen time that moves.
My contribution: Senior Game Designer, Systems Designer
Asteroid Surf
Endless Space Dodger · PlayPad
Endless space dodger. You ride a house-sized asteroid through deep space while rocks, wrecked satellites, alien drones and invisible gravity wells come at you from all eight edges. Stomp the matching direction for a hazard, the opposite direction to brace against a gravity well. Single life, no win condition — three nested loops escalate spawn cadence and speed every ~30 seconds, with tier unlocks at rounds 5 and 10.
My contribution: Senior Game Designer, Systems Designer
Music Catcher
Rhythm Arcade · PlayPad
Rhythm arcade, Piano Tiles by way of the PlayPad. Eight radial lanes feed notes inward to a central hit ring. Five note types (Single, Hold, Dual Stomp, Blackout Beat, The Drop), four timing windows down to ±50ms for Perfect. Miss and the music itself degrades — the track distorts visually and audibly, and three strikes collapse the song. Ten launch tracks on BPM-synced JSON beat maps.
My contribution: Senior Game Designer, Systems Designer
Spell Circle
Wave Defense / Pattern Matching · PlayPad
Wave defense meets pattern matching. You're a wizard defending a magic circle; monsters approach displaying a rune, and you stomp that direction to cast. Single-step spells from wave one, multi-step sequences required from wave five when armoured knights and boss dragons arrive. Cursed runes are the one hazard that punishes — a life and your combo streak. Empty stomps cost nothing, so exploration isn't penalised.
My contribution: Senior Game Designer, Systems Designer
Goalkeeper Blitz
First-Person Reaction Sports · PlayPad
First-person reaction sports. Camera sits behind the goal line so shots come straight at you; eight mat directions map to goal zones. Loop is shot spawn → telegraph → input → outcome, in continuous waves with shrinking reaction windows. Two modes: Arcade, which ends at three goals conceded, and Penalty Shootout at a fixed five shots.
My contribution: Senior Game Designer, Systems Designer
Balloon Pop Frenzy
Casual Reflex · PlayPad
Casual reflex, the simplest of the seven. Balloons rise through eight vertical zones mapped to panels. Large ones drift slowly for more points, small ones dart up for less; gold balloons pay a 3× coin bonus, bomb balloons cost a life if popped. Three lives, progressive speed ramp, endless. Currency is Pops.
My contribution: Senior Game Designer, Systems Designer
Rooftop Parkour
Endless Runner · PlayPad
Endless runner where the body is the controller. The runner sprints automatically across procedurally stitched rooftops built from four modular chunks; you read each obstacle and stomp its counter. Up jumps, down slides, left/right dodge, diagonals wall-run or roll. Six obstacle types, each with exactly one correct answer, no lock-out windows so moves cancel freely. Any wrong read is a Wipeout.
My contribution: Senior Game Designer, Systems Designer
Fruit Smasher
Casual Arcade · PlayPad
Casual arcade, Fruit Ninja logic on directional stomps. Fruit rolls in from eight directions onto a kitchen or garden stage; six fruit types are scored by size, watermelon over apple over cherry. Bombs must be deliberately avoided. Combo multiplier scales x2, x3, x5 through unbroken streaks, with a Fruit Frenzy burst window. Currency is Juice.
My contribution: Senior Game Designer, Systems Designer
Elliptical Matrix
Action RPG · iOS, Android (Unity) · In development
Cartoonish 3D ARPG on intergalactic travel, Unity, iOS and Android, phased scope. Four playable characters — IBoonka, Pooja, Kurt (Rip-Tide), Akira (Nova Spin) — each with stats, levels, equipment, skills, ultimates and an element. On-field switching with auto-switch on KO; enemies have stagger ranges and targeting logic. Three puzzle families at five difficulties each, plus quests, dialogue with camera effects, telekinesis, Mindkeys, inventory, shop and an IAP/ads model.
My contribution: Level Designer
All Samba
Digital Canasta Variant · iOS, Android (tablet-first) · In development
Tablet-first digital Samba, a team-based Canasta variant, for players who already know the rules and want a game at any hour. Design philosophy in the doc: a game of patience, not rushing. Three variants across 1–4 round structures with Super Samba mandatory in later rounds; Hand-and-Foot two-pile dealing with a tap-the-deck mechanic and a Perfect Cut bonus; frozen pack, top-card-plus-two, going out with partner permission. Solo play runs three bots on an FSM architecture with a partner-versus-opponent behavioural split.
My contribution: Senior Game Designer, Systems Designer
Seya
Open-World Exploration + AR · iOS, Android · In development
Stylised 3D city exploration, third-person with an AR mode, iOS and Android. Each city is a 3D island with a sky-view navigation mode. You customise an avatar and get Lumo, a floating companion with a hunger system and two separate reaction sets — one in-world, one in AR. Three mission types: information-orb discovery, quiz trigger zones and AR check-ins. Stamina gates exploration, a day-night cycle runs underneath, and finds go to a museum display.
My contribution: Senior Game Designer, Systems Designer
Kina Pool
Online Multiplayer Pool · Mobile · In development
Online multiplayer pool, mobile, subscription-gated. The bulk of the design is live-service plumbing: a rematch system specified across a dozen edge cases (opponent offline, declines, times out, both players click at once, invitation expires, server error), with rematch limits and bot substitution. Plus profiles with custom avatar upload, XP levelling, a league ladder with boss fights, competitions and leaderboards, and guest-to-premium conversion flows built to Apple and Google compliance rules.
My contribution: Senior Game Designer, Systems Designer
Musical DNA
Music Creation Platform · Phase 1 · In development
Music creation platform, phase 1. A sound library and a shape-recognition engine feeding a core visualizer, wrapped in accounts, badges, code redemption, an easter-egg memory system and a "Follow Your Bliss" quote system.
My contribution: Senior Game Designer, Systems Designer
A&B Kids
Early-Learning Platform · iOS, Android (Unity) · In development
Subscription early-learning platform for ages six months to three years, US market, Unity. 145 content blocks across more than twenty minigame types — tracing, jigsaw, phonetics, object and shape matching, one-to-one and many-to-one drag-and-drop, painting, guided mazes, sight words. Six profiles per account (four child, two parent), with a parent progress monitor, screen-time timer, offline downloads, mascot rewards and a Super Admin CMS for authoring.
My contribution: Senior Game Designer, Systems Designer
Personal Projects
Everything · Personal · solo · in development
A Vampire Survivors-style 3D roguelike built solo: wave pacing, difficulty curves, upgrade and synergy trees, run economy and a full AI-assisted art pipeline into engine. Runs last fifteen to twenty minutes; the player moves, and every weapon fires on its own cooldown.
Hollow Vigil
3D Roguelike Survivor · Unreal Engine 5 · Solo · In development
Four Arenas
Unreal Engine 5 · Environment concept
The Forgotten Graveyard opens broad and basic. The Sunken Crypt is slow, ranged attrition. The Cursed Forest is speed, with nothing slow in it. The Castle Ramparts are the Blood Countess's garrison — heavy. All four share one enemy table; what differs per arena is authored on the spawner placed in each level.
Four Bosses
Unreal Engine 5 · Boss concept
The Gravekeeper, the Ossuary Wraith, the Wretched Stag and the Blood Countess. Bosses are rows in the same data table as every other enemy — excluded from the weighted draw, spawned at a fixed clock time, and exempt from both the alive cap and distance culling.
Ten Enemy Archetypes
Unreal Engine 5 · Enemy concept
Ghoul, Bog Witch, Skeleton Archer, Gargoyle, Hellhound, Wraith, Banshee, Bat Swarm, Plague Rat Swarm and Revenant Knight. Ten archetypes are ten rows and one pooled actor, with behaviour selected by enum — adding an enemy is a row, not a code change.
Four Characters
Unreal Engine 5 · Character concept
The Exorcist, the Huntress, the Reaper and the Alchemist. Characters are data, not pawn subclasses — each names a starting weapon and one signature stat modifier.
Run Economy
Unreal Engine 5 · Systems
Kills drop XP gems, level-ups offer three cards, difficulty ramps against run progress, and the run ends on death or the time cap. Ash currency and permanent unlocks persist between runs.
HGMM
Lead Game Designer · Producer · UI/UX · Aug 2019 — Apr 2022 · Apr 2023 — Sep 2025
Led a team of five across game design, production and UI/UX, and owned hiring for the design team.
Rummy Tales
iOS, Android · Shipped
This is a casual take on a classic rummy game. Join Zoe on her journey across the world playing against the best rummy players. Rummy Tales features multiple rooms to unlock and a seamless online experience. What are you waiting for? Download now!
My contribution: Lead Game Designer, Producer, UI/UX Designer, QA Tester
STAR Play
iOS, Android · Shipped · with Blue Bat Games
Social Casino created for the Australian hotel and casino company called STAR Entertainment. I designed the entire container, features, UI etc.
My contribution: Game Designer, Backend System Design, UI/UX Designer
Hard Rock Social Casino
iOS, Android · Shipped · with Blue Bat Games
Role: Game Designer · Backend System Design · UI/UX
A social casino built for the Hard Rock hotel and casino chain. Designed the entire container, feature set and UI.
YallaPlay
Game Designer · Jun 2022 — Dec 2022
Designer on Spades Masters, a free-to-play Spades title on iOS and Android.
Spades Masters
iOS, Android · Shipped
This game offers a fresh take on the classic card game, perfect for fans of Hearts, Bridge, Euchre, Gin Rummy, and Tarneeb. Play with friends, earn daily rewards, and customize your experience with exclusive card decks. Choose from various game modes, including solo challenges and team battles, and rise up the leaderboard as you master the strategy of Spades. Whether you're a seasoned pro or a newcomer, Spades Masters promises a fun and strategic experience for all players! This was a live service game. I was tasked to re-design the UI, come up with a new daily, weekly and monthly feature, I also designed the new chat feature as well as the leaderboard feature to name a few.
My contribution: Game Designer
GSN Games
Intern → Associate → Game Designer · Mar 2016 — Apr 2019
Grew Video Bingo into a multi-million-dollar revenue title and the benchmark for bingo games on iOS and Android. Designed monthly time-limited content and live events, each with a new mechanic, to lift DAU and retention across the portfolio.
GSN Casino: Video Bingo
iOS, Android, Facebook · Shipped · 20M+ downloads (GSN Casino)
Video Bingo is one of the market leaders in the casino game market especially when it comes to Bingo. Simply put, Video Bingo is a classic Bingo game with a twist. Video Bingo is mainly targeted towards the female audience between the ages of 40-50 years of age. I came up with all the metagame ideas, mechanics, level design and pacing. This game is currently live and can be found on the App Store, Google Play Store and Facebook.
My contribution: Game Designer, Copy Writer
Six Slot & Bingo Titles
iOS, Android · Shipped
Role: Game Designer · Sound Balancing
Stars & 7s, a 3-reel with a single-tier progressive. Heart of the Phoenix, a 5-reel with three jackpot tiers and free spins. Luck O' The Emerald, a fully 3D stepper with a nudge feature. Deal or No Deal — Jackpot Edition, the first licensed product. Stars & 7s Stacks, a 3D stepper with dynamic-coloured reels.
Monthly Events
Facebook · Shipped
Role: Game Designer · Level Designer · Copywriter
Two new events every month, with task-based mechanics linking a host of slot games to raise DAU on individual titles and retention across the app. Also supported the Facebook → iOS/Android port of GSN Casino.
Migoi Studios
Game Design Intern · 2016 · four months
Design, level design, UI and programming across three published PC titles — the first games with his name on them.
Ninja vs Aliens
PC · Shipped
The Aliens have taken over earth. They have found an ancient castle in Japan which has a stockpile of magical amulet coins which they can use to create weapons of mass destruction. It is up to Ninja to try and stop the aliens from stealing the amulet coins. This game was made in 3 weeks during my internship at Migoi Studios and it was also featured on Game Jolt's 'This Week's Best Games' section as well as the 'Hot Games' section.
My contribution: Game Designer, Level Designer, Programmer
Kim's Christmas
PC · Shipped
Christmas is the season to be jolly, that goes for everyone. You play as 'supreme leader' Kim; who has decided to switch places with Santa for just one day so that he can have the excitement Santa has every year. The goal of the game is to simply throw gifts down the chimneys of various homes. You must be careful because not every child has been good this year, hence giving naughty children a gift will reduce your points by 1. What are you waiting for? Those kids need their presents so hurry up and start playing now! This game was made in 3 days during my internship at Migoi Studios and it was also featured on Game Jolt's 'Best Game of the week' section as well as the Hot indie arcade games section.
My contribution: Game Designer, Programmer, UI Artist
Bird Attack
PC · Shipped
Bird Attack is a simple, fun and addictive casual game. All you have to do is shoot down the annoying birds that keep pestering you. Don't worry NO birds were hurt in the making of this game. This game was made in 3 days during my internship at Migoi Studios.
My contribution: Game Designer, Level Designer, Programmer, UI Artist
College Projects
Game Design & Production Management · 2011 — 2015
Four years of game design and production management — the student projects, renders and posters that came before the first shipped title.
Escape Volstein
Student project
The largest student build — eighteen boards of environment, character and interface work.
Skrillex Nightmare
Student project
Sixteen boards of concept and level work.
Xeno Busters
Student project
Nine boards across characters and environments.
Feathered Serpents
Student project
Eight boards of world and creature design.
Tiger Park
Student project
A park-building concept.
Screamy Hallow
Student project
Six boards of horror concept work.
Bollywood Brawlers
Student project
A fighting-game concept.
Night Riders
Student project
A driving project — DriftBoyz89.
Renders & Posters
3D and print
Vehicle renders — 458 Italia, Aventador, LaFerrari, McLaren P1 — a carrom board model, and two posters.
The Wildlife Sanctuary
Student project
A sanctuary management concept.
Finger
Student project
A small experimental build.
Published titles
Spades Masters
YallaPlay · iOS, Android · Game Designer
Free-to-play Spades card game.
Rummy Tales
HGMM · iOS, Android · Lead Game Designer · Producer · UI/UX · Marketing · QA
Free-to-play casual rummy card game.
STAR Play
HGMM & Blue Bat Games · iOS, Android · Game Designer · Backend System Design · UI/UX
Social casino built for The Star Entertainment, the Australian hotel and casino group. Designed the entire container, feature set and UI.
Hard Rock Social Casino
HGMM & Blue Bat Games · iOS, Android · Game Designer · Backend System Design · UI/UX
Social casino built for the Hard Rock hotel and casino chain. Designed the entire container, feature set and UI.
GSN Casino: Video Bingo
GSN Games · iOS, Android, Facebook · Game Designer · Level Design · Sound Balancing · Copywriting
Social bingo title. Designed monthly time-limited content, each month introducing a new mechanic to drive retention and replayability. Grew into a multi-million-dollar revenue game and the benchmark for bingo on iOS and Android.
GSN Casino: Stars & 7s
GSN Games · iOS, Android · Game Designer · Sound Balancing
Classic 3-reel slot with a single-tier progressive jackpot feature.
GSN Casino: Heart of the Phoenix
GSN Games · iOS, Android · Game Designer · Sound Balancing
5-reel slot with three tiers of progressive jackpots and a free-spin feature.
GSN Casino: Luck O' The Emerald
GSN Games · iOS, Android · Game Designer · Sound Balancing
Fully 3D 3-reel stepper slot with a nudge special feature.
GSN Casino: Deal or No Deal — Jackpot Edition
GSN Games · iOS, Android · Game Designer · Sound Balancing
First licensed product. A 5-reel slot with multiple bonus features: the Deal or No Deal jackpot, free spins and a bonus suitcase feature.
GSN Casino: Stars & 7s Stacks
GSN Games · iOS, Android · Game Designer · Sound Balancing
Fully 3D stepper slot with dynamic-coloured reels, a free-spin mode and a free-spin picker feature.
GSN Casino: Monthly Events
GSN Games · Facebook · Game Designer · Level Designer · Copywriter
Two new events designed every month, with task-based mechanics linking a host of slot games to raise DAU on individual titles and retention across the app.
Ninja vs Aliens
Migoi Studios · PC · Game Designer · Level Designer · UI Designer · Programmer
First published game. A 2D platformer in which the player, a ninja, defends the world from an alien invasion.
Kim's Christmas
Migoi Studios · PC · Game Designer · Level Designer · UI Designer · Programmer
Endless 2D side-scroller in which the player drops gifts down chimneys on Christmas Eve.
Bird Attack
Migoi Studios · PC · Game Designer · Level Designer · UI Designer · Programmer
Level-based 2D shooter with escalating difficulty, spawning more birds with varied flight patterns as the player progresses.
Tools and engines
AI-assisted production
- Claude Code
- ChatGPT
- 3D AI Studio
Design & documentation
- Figma
- Balsamiq Mockups
- Jira & Confluence
- yEd — systems mapping
- Excel / Sheets modelling
- MS Office & Workspace
- Adobe Suite
- Canva
Engines & 3D
- Unreal Engine 5
- Blender
- Unity
- Game Maker
Education
- Game Design & Production Management · Rubika Supinfogame (formerly DSK Supinfogame) · 2011 – 2015
- The Cambridge School · 2009 – 2011
- St. Xavier's School · 1996 – 2008
Interests
Gaming, Photography, Music, Writing, Documentaries