About
Sarthak Bankar
Level Designer · Game Designer and 3D artist
Greater Stoke-on-Trent Area / Stoke-on-Trent, England, UK

Intro
I design levels as systems of guidance: what the player sees first, what they believe is safe, and what the space quietly teaches through repetition, contrast, and payoff.
My background spans game and interactive media design, 3D art, and immersive gameplay development, which helps me collaborate across disciplines—from blockout clarity to readable set dressing and encounter framing.
Sarthak has a background in Game and Interactive Media Design with experience in 3D modeling, level design, and immersive gameplay development. He specializes in creating engaging, player-focused experiences using tools like Blender, Maya, and Unreal Engine.
Design philosophy
Principles
Clarity before spectacle
Landmarks as contracts
Iteration as design
Education
Timeline
- 01
September 2024 – September 2025
University of Staffordshire
Master's degree, Game and Interactive Media Design
- 02
2019 – 2022
Yashwantrao Chavan Maharashtra Open University
Bachelor's degree, Game and Interactive Media Design
- 03
August 2016 – May 2019
Dr. Babasaheb Ambedkar Marathwada University (BAMU), Aurangabad
Diploma in engineering, Mechanical Engineering
- 04
July 2006 – March 2016
Maharashtra State Board of Secondary and Higher Secondary Education (MSBSHSE)
Secondary school, Matriculation
Experience
Roles to date
Metastarter
3D Modeler
January 2022 – June 2022 · India
Worked as a 3D Modeller, responsible for creating detailed and optimized 3D models for games and digital projects. Used tools such as Blender and Maya to develop assets while maintaining proper topology, textures, and performance standards. Collaborated with designers and artists to ensure assets matched the project’s visual style and technical requirements.
Learning Yogi
Freelance 3D Artist
February 2022 – March 2022 · India
Worked as a Freelance 3D Artist, creating high-quality 3D models, environments, and game-ready assets using Blender, Maya, and Unreal Engine. Collaborated with clients to understand project requirements, delivered optimized assets on time, and maintained visual quality aligned with creative goals.
Skills
By focus
Scroll the stack — the rail tracks which cluster is in focus. Same content, clearer progression.
Skills · chapter
Level Design
Level Design
Spatial flow & encounters
- Level Design
- Blockouts
- Encounter Design
Gameplay / Systems
Scripts, UX, prototypes
- Gameplay Scripting
- Mechanic Prototyping
- Gameplay UX
3D / Visual Craft
Art support for spaces
- Environment Art Basics
- Texturing
- Sculpting
Workflow
Delivery & collaboration
- Agile Workflow
Tools
Stack
Each band is a chapter — rail follows scroll so the page reads like a guided toolchain tour.
Tools · chapter
Engines & realtime
Engines & realtime
Authoring gameplay spaces and iteration loops.
3D, sculpt & surfaces
Models, environments, and production-ready assets.
Design, picture & collaboration
Look-dev support, motion, and studio workflows.
Approach
Process / approach
Frame the player fantasy
Start from the experience promise: tension, readability, and the skills the space should teach.
Blockout for flow first
Establish pacing, sightlines, and route clarity before set dressing competes for attention.
Test, annotate, iterate
Use playtests and notes to tighten guidance—especially where alternate routes risk obscurity.