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Game Design, Narrative, Game Programming

RISHAV SARMA

I'm a game designer interested in creating games that can capture a player's passion and love of exploring a new world. Co-Founder and Member of @LykoStudio

Current Project

Name: I Wanna Be A Game Dev! (Act 2)
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Genre: Visual Novel
 
After the warm regards of Act 1, Lyko Studio is very eagerly working on the second act! Stay tuned.

MY GAMES

01

Visual Novel, Social Sim, RPG

PROGRAMMER, GAME/NARRATIVE DESIGNER

This RPG with Visual Novel and Exploration elements is a personal game I have been working on with a group of friends under Lyko Studio. It is developed using Unity's Visual Scripting System and includes minigames, interactions and scripted scenes between characters, stats that players build and grow, and a neat twist in part 2. It is also my first major game that was released on Steam on November 22, 2024.

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For this game, I helped develop the story and major plotpoints for the game. I also wrote multiple dialogue scenes and segments within the story and designed different character events within the game. I programmed our tutorial system and the basis of the calendar system, and worked on various subsystems within the game. I really got to practice and flourish within Unity working on this project, and have become familiar with Scriptable Objects, Unity Events, notable design patterns, and much more.   

02

VR Murder Mystery, Exploration

LEAD PROGRAMMER, GAME/NARRATIVE DESIGNER

This VR game was developed through my Mixed Reality course using Unity and the XRI Development Kit. It was inspired from the boardgame Clue, featuring the map and rooms as places to explore. The game's clues, weapons, and NPCs all provide flavor text that all contribute to the overall murder mystery. The goal is to match up a NPC with a murder weapon, using the information from all the knowledge a player gains.

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For this game, I programmed the dice movement system, the NPCs, the clues and weapons, and all of the main game/state managers. Programming was my major role, but I also contributed much of the clues/weapons and NPC narrative scripts. Furthermore, I lead the writing for the design document, which you can find here.

LEAD PROGRAMMER, GAME/NARRATIVE DESIGNER

This game was my college capstone game. It follows Kashin, a mind-controlled samurai who is used as a means to an end for an evil mega corp. He is given a helmet that allows him to recognize the rhythmic attack patterns of his enemies. It was inspired from Sekiro mainly.

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For this game, I implemented most of the main systems in the game, including the dialogue system, minion AI, health systems, movement systems, combat systems, beat controller, etc. I really was able to develop my knowledge as a game programmer from working on this game. Moreover, I wrote the narrative in the game and helped conceptualize. I have plans to work on this in the future.

03

2D Sidescroller, Rhythm, Combat

04

Rogue-Like Action Card Game

PROGRAMMER, DESIGNER

This Rogue-Like Action Card Game was a class prototype I made because I wanted to make a game within my favorite genre: rogue-likes. I learned a lot about structuring my code according to OOD principles and utilizing co-routines and Unity events to handle the multitude of UI interactions required for a digital card game. It was my first time also setting up an FSM to handle all parts of my game manager.​

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For this game prototype, I programmed the game loop and manager, the class hierarchy structure for Cards, Items, Health System, and Turn Management. I also conducted numerous playtests in my class, first with a paper prototype and real dice, and then with a digital prototype. I was heavily inspired by the game Slay the Spire.  Here is a link to my design document!

05

2D Puzzle, Narrative-Driven Platformer

LEVEL DESIGNER, NARRATIVE DESIGNER

This 2D puzzle platformer follows the story of Pax and their pet teddy-bear Teddy, who changes over the course of 3 levels from a loving supportive friend to the subject of Teddy's insecurities and nightmares. The game's social theme discusses the effects of Nightmare Disorder on young children, the group most affected by this unique disease. Read more about the disorder here

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For this game, I worked mainly on level design (chiefly creating increasingly difficult puzzles with additions to the main game mechanics) and the narrative (creating dialogue that tried to accurately represent the feelings of a young child afflicted with this disease). Here is a link to the game's design doc, which I contributed greatly to. This game is the first of LykoStudio. 

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