Design LVL 38
- Level & difficulty pacing
- Economy: coins & boosters
- Player onboarding
- Prototyping in Unity
Sat Sri Akal ✦ Gagandeep Singh Bhatti · Game data · Telemetry · Monetisation
I work on Wild Wild Smash at GameState Labs. I design the telemetry, write the BigQuery, run the A/B tests, and turn what players do into a list the game team can ship. Based in Bengaluru.
I work at GameState Labs on Wild Wild Smash, a mobile game played mostly in India. My job is to find out exactly where players stop, and why: which level, which screen, which ad.
I sit between the game and the data warehouse. I write the event spec, check every release's telemetry before anyone trusts a chart, run Remote Config A/B tests, and look after ad mediation across eight networks. Away from work, I build small tools that make my Mac behave.
SKILL TREE — XP EARNED SO FAR
Career stats so far · Wild Wild Smash, 2026
Four boss fights · from Wild Wild Smash, 2026
Films taught me pacing before games did. A good third act and a good level ramp are the same thing. Swipe through the films that shaped how I think.
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Seventy minutes, sixteen players who can't stand each other, and the best team-building arc ever filmed.
★★★★★A whole world explained without a single tutorial. The gold standard for onboarding.
★★★★★Starts as a road trip, ends as a gut punch. The tone shift is a masterclass in pacing.
★★★★☆Every frame could be a loading screen. Patience as a design choice.
★★★★★Pure difficulty curve. Not quite my tempo, but definitely my tempo.
★★★★☆A film about reading signals from strangers. Basically a data analyst's origin story.
★★★★★Left and right arrow keys decide the top card. Backspace brings the last one back.
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Chak de phatte — go all in. Let's build something.
Got a game where players vanish and nobody knows why, telemetry nobody trusts, or an ad setup that needs untangling? Send it over. Film recommendations also welcome.
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