8+

Projects ✅

4yrs

Experience

Raghav Garg he/him
Game Designer | Visual Artist
I’m a multidisciplinary visual artist working across Games, Digital Art, and Street Photography. I’m fascinated by the persuasive power of storytelling through art. I enjoy intentionally experimenting across mediums to find meaning.Recently graduated with a Bachelor's in Game Design & Development, with a Minor in English and a Specialization in User Experience design from Wilfrid Laurier University.Open to work!

2025-Present

Appraisal - Working Title

More on this soon!

2025

Wanted

Created in under a week for a game jam assignment with the prompt “Avoid the Light.” This simple arcade survival driving game inspired by the movie Drive (2011), places the player behind the wheel of a car being pursued by cops. The objective is to evade capture by drifting around a floating map while not falling off the edges. Players win by surviving for a set duration or by causing the police cars to crash off the map themselves.I developed this project independently in Unity, including a fully custom car controller system built from scratch to support responsive drifting and arcade-style handling.Find the Google Drive link for .exe file here

2024

Lords of Waterdeep - The Lord's Alliance Expansion

Created over 12 weeks as part of a four-person team, The Lord's Alliance Expansion was designed to preserve the core mechanics and design philosophy of Lords of Waterdeep while introducing a more thoughtful style of player conflict centered around deduction, ethics, and decision-making.Throughout development, our team worked collaboratively through regular Scrum meetings, playtests, and design discussions, ensuring every major change reflected feedback from all team members. My primary contribution was developing the expansion's thematic direction by giving identities to the game's meeples, transforming them from abstract resources into characters who actually mattered. I also helped design and balance character cards to support the expansion's new victory conditions.Find more about our expansion here
For the original board game by Renegade Game Studios click here

IceBreaker 2.0

Created over 12 weeks for a client employed at Apple, Icebreaker 2.0 was designed to help new employees become more comfortable in the workplace and build connections with their colleagues through a shared cooperative experience.Rather than relying on traditional introductions, players create their own characters by selecting strengths, intelligence, and creativity attributes that reflect who they are. As they progress through the adventure together, they naturally learn about one another's personalities, skills, and perspectives while working toward a common goal.One of the primary design challenges was creating interactions that encouraged conversation without feeling forced. To achieve this, I designed objectives and card effects to be intentionally open-ended, allowing players to interpret situations and determine their own solutions rather than being given explicit instructions. This approach is what fostered discussion, collaboration, and problem-solving, As a result, the game focuses less on competition and more on creating meaningful social connections through play.Click here to check out the Rule Book.

GreenOut

Created in just under 13 weeks, GreenOut was the first board game I designed. The project explores the impact of cannabis use on a person's physical health, mental well-being, and social life through a cooperative tabletop experience.Inspired by Forbidden Island, players race against time to stabilize different areas of their lives by securing key milestones related to relationships, career, hobbies, and personal health before reaching a critical tipping point. The game's mechanics are intended to encourage discussion and reflection on how personal choices can influence multiple aspects of daily life.Research played a central role in development, as the subject matter required careful consideration and fact-checking. One of the project's greatest challenges was representing cannabis use accurately and responsibly while avoiding misinformation, bias, and oversimplification. This experience strengthened my ability to translate complex real-world topics into engaging game systems without losing too much nuance.The project currently uses AI-generated placeholder art due to production constraints during development. With additional development time, replacing these assets with original art would be my top priority.Click here to check out the Rule Book.

2023

The Battle of Atlantic - Enigma Keys

In 2023, I worked in a team of four on a client project for the Pavek Museum, under the supervision of Professor Scott Nicholson. We were tasked with designing a four-room escape experience based on the Battle of the Atlantic and the Enigma machine, aligning with the museum’s focus on historic technology.Our team collaboratively developed the overall narrative and story beats, while each member was responsible for designing a specific room. I was assigned the third room, set inside a sinking German submarine (U-boat U-559), where players had to retrieve critical information using a magnetophon and repair a radio system to transmit the data forward.The experience was designed so that players take on different soldier roles across rooms, using period-accurate technology to communicate and pass information between stages.The client responded positively to the concept, and after the course ended, they expressed interest in developing it further into a VR experience. The project was ultimately not continued due to funding limitations.Click here to check out a powerpoint for the room I designed.

StoryMapJS - A tour of San Francisco in Watch_Dogs 2

Created as an experimental StoryMapJS project, A Tour of San Francisco in Watch_Dogs 2 explores the game’s fictional version of San Francisco through a spatial, map-based experience.I selected Watch Dogs 2’s open-world city and documented key landmarks, districts, and in-game moments by capturing photos and videos while exploring the environment. The goal was to translate gameplay exploration into a structured interactive map.A key challenge was implementing the zoomable map system using GitHub and Zoomify, which required figuring out how to properly structure and host a high-resolution, tiled image map.This project helped me develop skills in interactive mapping tools and spatial storytelling within digital environments.Click here to check it out

RNS Dietanic - Roll n' Survive Game

RNS Dietanic was the first game I designed, a roll-and-write experience inspired by the events of Titanic. The project challenged me to create engaging gameplay using only a small set of components, including paper, pencils, and standard six-sided dice.A major focus of the design process was finding the balance between simplicity and depth. I wanted the game to be easy for new players to learn while still providing meaningful decisions and strategic choices throughout multiple playthroughs. Achieving this required extensive playtesting and iteration, with each revision refining both the gameplay systems and the overall player experience.As my first game design project, RNS Dietanic taught me how to balance luck and skill within a system, and how sensitive that relationship is to the overall player experience. I learned that every game sits somewhere on a spectrum between randomness and full player agency, and that even small shifts in that balance can significantly change how fair, engaging, or frustrating a game feels. Managing that ratio through iteration and playtesting became a key part of my design process.Find more about it here

2022

Waterloo Housing Services Kiosk Prototype

In Fall 2022, I worked on a UX design project in collaboration with the Region of Waterloo, focusing on improving access to housing and food service information for unhoused individuals.As part of a team of eight, we conducted extensive research, developing user personas, journey maps, and service flows to identify the most effective solution. We ultimately proposed a public digital kiosk system designed to provide accessible, location-based information in high-need areas.My primary responsibility was designing the full kiosk interface. I created a 150+ slides, fully interactive prototype in Figma, including features for finding nearby housing and food services, checking the weather, contacting support organizations, and printing physical maps directly from the kiosk. I also designed the physical structure of the kiosk, with accessibility considerations for users of different heights and abilities.We conducted field testing by visiting local shelters in Waterloo and gathering feedback from potential users. Insights such as increasing screen size, improving map visibility, and adding multilingual support were incorporated into iterations of the design.Our project was awarded first place and a $1000 prize for its impact and design approach.Click here to interact with the figma prototype
Click here to view the figma design


8+

Projects ✅

4yrs

Experience

Raghav Garg he/him
Game Designer | Visual Artist
I’m a multidisciplinary visual artist working across Games, Digital Art, and Street Photography. I’m fascinated by the persuasive power of storytelling through art. I enjoy intentionally experimenting across mediums to find meaning.Recently graduated with a Bachelor's in Game Design & Development, with a Minor in English and a Specialization in User Experience design from Wilfrid Laurier University.Open to work!

Picturebook

Pixel Tile Map

Joy


8+

Projects ✅

4yrs

Experience

Raghav Garg he/him
Game Designer | Visual Artist
I’m a multidisciplinary visual artist working across Games, Digital Art, and Street Photography. I’m fascinated by the persuasive power of storytelling through art. I enjoy intentionally experimenting across mediums to find meaning.Recently graduated with a Bachelor's in Game Design & Development, with a Minor in English and a Specialization in User Experience design from Wilfrid Laurier University.Open to work!

Picturebook

Pixel Tile Map

Joy

A Leaf Falls - Children's Picturebook

This is a children’s picture book I created as a class project. All illustrations in the book were made using hand-sculpted clay on paper, and are inspired by the Sumi-e style of painting.


8+

Projects ✅

4yrs

Experience

Raghav Garg he/him
Game Designer | Visual Artist
I’m a multidisciplinary visual artist working across Games, Digital Art, and Street Photography. I’m fascinated by the persuasive power of storytelling through art. I enjoy intentionally experimenting across mediums to find meaning.Recently graduated with a Bachelor's in Game Design & Development, with a Minor in English and a Specialization in User Experience design from Wilfrid Laurier University.Open to work!

Picturebook

Pixel Tile Map

Joy

32x32 Pixel Tile Map

Created for a game jam, this 32×32 tilemap was designed for a game focused on exploration and cartography, where players would discover and chart an unknown region.Although the game was not completed due to time constraints, designing this tilemap taught me environmental layout and player navigation.


8+

Projects ✅

4yrs

Experience

Raghav Garg he/him
Game Designer | Visual Artist
I’m a multidisciplinary visual artist working across Games, Digital Art, and Street Photography. I’m fascinated by the persuasive power of storytelling through art. I enjoy intentionally experimenting across mediums to find meaning.Recently graduated with a Bachelor's in Game Design & Development, with a Minor in English and a Specialization in User Experience design from Wilfrid Laurier University.Open to work!

Picturebook

Pixel Tile Map

Joy

Joy - Character Designs

These are character designs for a game concept called Joy, centered around a little girl, named Joy, who spreads hope in the lives of those she meets.


8+

Projects ✅

4yrs

Experience

Raghav Garg he/him
Game Designer | Visual Artist
I’m a multidisciplinary visual artist working across Games, Digital Art, and Street Photography. I’m fascinated by the persuasive power of storytelling through art. I enjoy intentionally experimenting across mediums to find meaning.Recently graduated with a Bachelor's in Game Design & Development, with a Minor in English and a Specialization in User Experience design from Wilfrid Laurier University.Open to work!


8+

Projects ✅

4yrs

Experience

Raghav Garg he/him
Game Designer | Visual Artist
I’m a multidisciplinary visual artist working across Games, Digital Art, and Street Photography. I’m fascinated by the persuasive power of storytelling through art. I enjoy intentionally experimenting across mediums to find meaning.Recently graduated with a Bachelor's in Game Design & Development, with a Minor in English and a Specialization in User Experience design from Wilfrid Laurier University.Open to work!