01 Kickoff

Abheek Bajaj

Game Producer Production · Team Coordination · Playtesting · Documentation

I keep game teams of 2 to 32 people moving: I break work into deliverables, run the standups and playtests, and keep design, engineering and art pointed at the same build. Designer-producer on Lingua Franca, a 32-person team release on Steam, and co-owner of a live-service Unreal Engine 5 product at the University of Utah.

Delhi, India · open to relocation

Production credits
  • Lingua Franca Steam · 2025 · 32 people
  • Downtown Data Center CHPC · live-service · 2 people
  • CricX Android · 2022 · 5 people
  • Math Apocalypse 2024 · 3 people
Open to
  • Game Producer
  • Delhi, India · open to relocation

02 Productions

Selected productions

Four productions, strongest first. Each opens as a short case study.

Also produced

Smaller and earlier work.

  • Oct 2025

    Crateyard · Fortnite

    A solo project, from concept to live release. Playtested during development, published in October 2025 and updated from player feedback. Island code 5880-1772-7359, play on Fortnite.

  • 2022

    VR FoodTruck · Meta Quest

    Producer and level designer on a VR cooking prototype in Unity. Called feature creep mid-cycle and shipped a polished prototype instead.

  • 14-day jam

    Nightmare Seekers · Horror prototype

    Associate producer on a reverse hide-and-seek prototype made in a 14-day game jam.

03 Playbook

How I run a project

The same loop on every production, with a link to the proof for each step.

  1. 01 →

    Scope

    Write down what is in, what is out and who owns what before anyone builds.

    Data Center: owning feature scope
  2. 02 →

    Break down

    Split big goals into small deliverables with a named owner, on a board everyone can see.

    Math Apocalypse: Trello and GitHub
  3. 03 →

    Align

    Keep design, engineering and art on the same page with regular check-ins and written notes.

    Lingua Franca: two visions, one level
  4. 04 →

    Playtest

    Put the build in front of players on a schedule and log what confuses them.

    About 250 reports triaged
  5. 05 →

    Decide

    Turn feedback into a call: rework, cut or keep, while it is still cheap.

    VR FoodTruck: calling feature creep
  6. 06

    Ship

    Get it to real players, then keep improving it from what they say.

    Lingua Franca on Steam ↗

I break big goals into small, owned deliverables.

On Math Apocalypse I set up Trello and GitHub, split large tasks into small deliverables and ran daily standups to keep design, engineering and art aligned inside a fixed 8-week window.

I write things down so a team can build from them.

The Lingua Franca GDD co-written with every department's leads, meeting documentation, and the guide that let new CHPC teammates add servers on their own.

I cut scope on purpose.

On VR FoodTruck I called feature creep mid-cycle and shipped a polished prototype. On Lingua Franca the team chose to rework a level drastically once playtests scored it 3.5/10.

04 Toolkit

Production tools

Self-rated out of 10, with where I used each one.

Production & source control

  • Git / GitHub8.5 out of 10
  • Asana / Monday / ClickUp8 out of 10
  • Trello8 out of 10
  • Perforce7.5 out of 10
  • JIRA7 out of 10

Trello on Lingua Franca, Trello and GitHub on Math Apocalypse, JIRA for releases and blockers on the data center.

Docs, planning & playtesting

  • Documentation (GDDs)9 out of 10
  • Playtesting and analysis9 out of 10
  • Google Workspace7.5 out of 10
  • Excel7 out of 10
  • Miro6.5 out of 10
  • Notion6 out of 10

The Lingua Franca GDD, Math Apocalypse playtests and the CricX balance model in Excel.

Engines

  • Unreal Engine 59 out of 10
  • Unreal Engine 48 out of 10
  • Unity7 out of 10
  • UEFN (Unreal Editor for Fortnite)6.5 out of 10

Unreal on Lingua Franca and the data center, Unity on CricX and Math Apocalypse, UEFN on Crateyard.

Deployment

  • HTML5 export9 out of 10
  • Pixel Streaming9 out of 10
  • Linux7 out of 10

Browser delivery of the data center simulation.

05 Profile

About

I'm a game producer and designer based in Delhi, India. I plan the work, keep teams aligned and get builds in front of players.

I was designer-producer on Lingua Franca, a 32-person team project released on Steam, and I co-owned a live-service Unreal Engine 5 product at the University of Utah's CHPC, owning feature scope, build releases and stakeholder communication. I've worked on teams of 2 to 32 people, published Crateyard on Fortnite on my own, and studied game design in both Mumbai and Salt Lake City.

I'm looking for a team where production and design sit close together, ideally one that tells Indian stories.

Off the clock: horror movies, national parks and road trips.

What I play

Across genres and platforms.

Shooters & competitive

  • Counter-Strike 2
  • PUBG
  • Battlefield
  • Call of Duty · Black Ops 3 is my favorite
  • Fortnite

Story & open world

  • Red Dead Redemption 2
  • Grand Theft Auto
  • Bully
  • God of War
  • The Last of Us
  • Assassin's Creed
  • Far Cry
  • The Witcher 3
  • Cyberpunk 2077
  • Batman: Arkham Knight
  • Hogwarts Legacy

Sports, racing & sims

  • FIFA
  • Score Hero
  • Forza Horizon
  • Assetto Corsa
  • Microsoft Flight Simulator
  • Euro Truck Simulator
  • Goat Simulator

Puzzle & indie

  • Balatro
  • Storyteller
  • Chants of Sennaar

Horror & survival

  • The Exit 8
  • Backrooms: Escape Together
  • Abiotic Factor

06 Experience

Education & experience

2025 · Aug 2023 – May 2025

B.S. in Games

University of Utah, Division of Games · Salt Lake City, UT

  • Capstone: Lingua Franca, a 32-person team project released on Steam, where I was designer-producer.
  • Co-authored a research paper on affordances, signifiers and looting in games.

2023 · Aug 2020 – Jun 2023

B.A. in Game Design

Whistling Woods International · Mumbai, India

  • Lead designer and producer on CricX; producer and level designer on VR FoodTruck.
  • 60 credits transferred to the University of Utah.

Studied game design across India and the U.S.

  • Dec 2023 – Jul 2026

    Graphic Software Developer (Production and Design), CHPC, University of Utah

    One of two developers on the live-service Downtown Data Center simulation, owning feature scope, build releases and stakeholder communication. Full time and on site after graduating in May 2025.

  • Jan – Mar 2023

    Educational Designer & User Researcher, The Rajkumari Ratnavati Girls School

    Jaisalmer. On-site playtests with children aged 4 to 7 to validate an educational app.

07 Contact

Let's ship something worth playing.

Hiring a game producer, or want to talk about running a team? My inbox and phones are open. I'm in Delhi (IST), with a U.S. number too.

Target role
Game Producer
Strengths
Task pipelines · standups · scope · releases · stakeholders · playtests · documentation
Tools
Trello · Jira · Asana · Perforce · Git · Unreal Engine 5
Location
Delhi, India · open to relocation