Samuel Raj

Creative Game Director | Builder of Worlds, Systems & Teams | Mission & Level Design | Driving Fun from Prototype → Live Ops

Bangalore Urban, Karnataka, India

About

Portfolio Link: https://samuelraj.notion.site/Samuel-Raj-281c442a4d3b80b4be1fc39d0cef6d76 I am a Game Design Director with 16 years of professional experience, including 12+ years leading design teams across AAA-adjacent, global F2P, and open-world games. Unlike many design leads, I remain hands-on — scripting missions in UE5 Blueprints, prototyping systems, or iterating combat feel — while setting the creative vision and player-first direction for the studio. Highlights: 👉 Directed Project Veer, a narrative-driven co-op PvE shooter in UE5, leading combat, missions, AI, and historical authenticity. 👉 Built Mayanagari, India’s first open-world gangster RPG: designed systems, economy, narrative, and cinematic pipeline. 👉 Shipped MyWhoosh, the world’s largest cycling MMO, designing every feature from prototype → live ops. 👉 Sustained $150M+ peak revenue for Bingo Bash at Scopely through systems, events, and monetization loops. 👉 Authored 4 seasons of quests for Hidden Shadows at Zynga, blending narrative pacing with retention systems. Known for: ✅ Mission & Quest Design (systemic + cinematic integration) ✅ Systems, Economy & Live Ops (retention, monetization, telemetry) ✅ Hands-on Prototyping (Unreal Blueprints, Unity, simulations) ✅ Team Leadership & Direction (mentoring, production alignment) I don’t just manage. I build, balance, and bring the game vision to life.

Experience

  • Principal Game Designer at LightFury Games
    Feb 2026 - Present · 5 mos

  • Associate Director of Game Design at Gameskraft
    Oct 2023 - Dec 2025 · 2 yrs 3 mos

  • Principal Game Designer at Hypernova Interactive
    Sep 2021 - Oct 2023 · 2 yrs 2 mos

    Led Mayanagari open-world systems, missions, and story. Directed cinematic pipelines (mocap, VO, cutscenes). Balanced progression with KPIs, boosting retention.

  • Lead Game Designer at MyWhoosh
    Nov 2020 - Sep 2021 · 11 mos

    Sole designer from prototype → launch → live ops of global cycling MMO. Reduced prototyping time by 27 days via Unreal Blueprints. Designed progression, retention systems, and multi-platform UX (iOS, PC, VR).

  • Lead Game Designer at JetSynthesys Pvt. Ltd.
    Oct 2019 - Nov 2020 · 1 yr 2 mos

    Shipped WWE Racing Showdown and Ludo Zenith (Square Enix). Pitched and prototyped systems for Konami, GungHo, Square Enix collaborations.