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GAME DESIGN | SYSTEMS DESIGN | LEVEL DESIGN

ROHIT YENUGULA

"Cali-based game design grad bringing big Raze( Valorant) energy - no fear, just ideas. Satchel out!"

MY PORTFOLIO

01

The Last Stop is a first-person puzzle horror game where players take on the role of a single mother working night shifts as a bus driver, navigating dark, deserted roads while unknowingly transporting restless ghosts. Set entirely from the driver’s seat, the game blends slow-burn psychological horror with task-based puzzle mechanics, requiring players to manage driving, limited fuel, and bus controls while responding to increasingly disturbing supernatural events caused by ghost passengers. Each ghost presents unique rules and interactions—using headlights, interior lights, mirrors, or head movement—creating tense multitasking scenarios that heighten fear and stress. With a realistic visual style, high-contrast nighttime lighting, and an emphasis on sound design, the game explores themes of guilt, desperation, and moral compromise across seven escalating nights, pushing players to balance survival, responsibility, and the emotional weight of their choices.

02

Muncher is a PG-friendly endless runner–puzzle game where players control a character cursed with eternal hunger, forced to survive by stealing food across a bustling, Asian-inspired cityscape. The game alternates between two core experiences: navigating hazardous city roads in a Crossy Road-style endless runner and infiltrating houses that transform gameplay into a Tomb of the Mask-like puzzle mode. Players swipe in four directions to dodge traffic, cross rivers, invade homes, and outmaneuver alert homeowners, guards, and pets who chase on sight. With a simple yet colorful low-poly visual style built from Chinese characters forming the environment, the game emphasizes quick reflexes, spatial puzzle-solving, and risk–reward decision-making. Progression is score-based, encouraging replayability through high-score chasing, upgrades earned from stolen food, and increasingly challenging encounters as the player ventures deeper into the city.

03

In a future where time can be manipulated, its misuse has caused time to become unstable, creating anomalies like time loops and unpredictable realities. An organization called the Timekeepers believes that the Hourglass Medallion, an artifact split across various eras, can fix these distortions. To retrieve the medallion pieces, the Timekeepers train individuals, named Time-Bombers, to use special bombs that control time, helping them navigate challenges and battle the rogue Temporal Bandits who want the medallion for evil purposes. Players take on the role of a Time-Bomber, navigating different eras, and using bombs like the Pause Bomb, Rewind Bomb, and Fast-Forward Bomb to tackle challenges. The final challenge uncovers the truth of the top Temporal Bandits, revealing a deeper conspiracy that threatens the fabric of time.

CASE STUDY

Small World: A Systems Design Case Study

BOARD GAME

A deep dive into the strategic mechanics of Small World, analyzing its race-ability dynamics, expansion tactics, decline mechanic, and systems feedback using payoff matrices and Yomi layers.

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