About
Level Designer
Sarthak Bankar
I design levels as systems of guidance, shaping what the player notices first, what feels safe, and how the environment quietly teaches through contrast, rhythm, and payoff. My background spans game and interactive media design, 3D art, and immersive gameplay development, with hands-on workflow across Unreal Engine, Maya, and Blender.
Stoke-On-Trent, England

Currently
Intro
Background & approach
Background
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 — with hands-on workflow across Unreal Engine, Maya, and Blender for blockouts, assets, and iteration.
Approach
I design gameplay spaces that guide, challenge, and immerse — from greybox flow and encounter framing to the 3D craft that supports the level-design intent.
Clarity comes first, landmarks earn their place, and playtesting tightens every beat before set dressing is allowed to compete for attention.
Design philosophy
How I design spaces
Readable Flow
Clarity before detail.
Readable flow and encounter framing come before set dressing competes for attention.
Spatial Signals
Landmarks with purpose.
Orientation survives pressure when exits and objectives stay salient across beats.
Iterative, Playtest-led Craft
Greybox → test → refine.
Greybox and playtests tighten guidance — especially where alternate routes risk obscurity.
Skills
By discipline
Education
Timeline
- September 2024 – September 2025
University of Staffordshire
Master's degree, Game and Interactive Media Design
- 2019 – 2022
Yashwantrao Chavan Maharashtra Open University
Bachelor's degree, Game and Interactive Media Design
- August 2016 – May 2019
Dr. Babasaheb Ambedkar Marathwada University (BAMU), Aurangabad
Diploma in engineering, Mechanical Engineering
- July 2006 – March 2016
Maharashtra State Board of Secondary and Higher Secondary Education (MSBSHSE)
Secondary school, Matriculation
Experience
Roles to date
Self-Employed
Freelance Game Designer
April 2024 – Present·Remote
Develops Blueprint logic systems in Unreal Engine 5 for independent client projects across game mechanics and environment interactivity. Builds and delivers game-ready environments to client briefs across multiple small-scale projects, working remotely across time zones and collaborating with designers and developers to meet requirements and deadlines. Prior freelance clients include Learning Yogi (Singapore-based edtech platform) — delivered 3D models and game-ready environments in Blender, Maya, and Unreal Engine to brief and on schedule.
Zimension
3D Game Designer
January 2024 – March 2024·India
Worked as a 3D Game Designer, contributing to game design and 3D asset creation across interactive projects while supporting gameplay and level design intent.
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.
Gallery
Work
in motion
Spaces, blockouts, and gameplay moments from Escape Protocol — built and captured in Unreal Engine 5.
Tools
Production stack
Engines, DCC, and collaboration tools used across level design, 3D art, and studio workflow.
- Adobe Suite
- Maya
- Blender
- ZBrush
- Unreal Engine
- Unity
- Substance Painter
- SpeedTree
- After Effects
- Figma
- Miro
Next step
Explore the featured project or get in touch.
See how spatial flow, beats, and iteration show up in a vertical-slice case study — or reach out for level design conversations.