Available to hire
I’m Devak Gounden, a particle-effect-focused game designer based in Cape Town, South Africa. I specialize in real-time particle systems, combat ability development, and scalable gameplay architectures using Unity and Unreal, with a Master of Science in Game Design.
I love building high-fidelity Niagara/particle effects, custom shaders, and modular systems that empower artists and designers. I enjoy collaborating with cross-functional teams to deliver cohesive player feedback that aligns with narrative and gameplay goals.
Experience Level
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Language
English
Advanced
Work Experience
VFX/Game Designer/Systems Designer at Syrenna's Forest
May 1, 2025 - February 1, 2026Engineered 25+ real-time particle effects across Unity 6's Shuriken and VFX Graph for environmental ambiance, combat feedback, and 12+ character abilities. Implemented core gameplay mechanics in Unity 6 including a time-manipulation system and a rapid-fire projectile ability with custom recoil and spread patterns. Designed immersive particle systems from environmental ambience to high-impact combat feedback for all enemy types. Programmed 4+ custom HLSL shaders for stylized post-processing effects. Collaborated with a 5-member cross-functional team of designers, artists, and programmers to deliver cohesive player feedback systems aligned with narrative and gameplay objectives.
Niagara Systems Designer at Moonshadow Cafe
November 1, 2025 - February 1, 2026Developed environment magic-themed Niagara systems in UE5.5.4. Designed 6+ magical-themed atmospheric effects across multiple environmental biomes to enhance narrative immersion and spatial orientation. Created 3+ modular custom ability and pickup effects with templates to reduce production time by 25% and enable non-technical designers to customize parameters. Optimized emitter spawn rates and LOD thresholds while maintaining stable 60 FPS high-fidelity quality.
VFX/Game Designer at Pesta Nera
September 1, 2025 - October 1, 2025Authored 30+ high-fidelity Niagara particle effects in Unreal Engine 5.6 across 6 environmental themes (water, electricity, nature, decay, corruption) with real-time light interactions and GPU simulation. Architected a modular Blueprint pickup system supporting 12+ item variants with asymmetric buff/debuff mechanics, reducing code redundancy by 35% through inheritance-based design. Optimized visual assets for real-time performance in dense 3D environments.
VFX/Game Designer at Steel Tempest
March 1, 2024 - June 1, 2024Architected complete game architecture in Unreal Engine 5.5 Blueprints covering player movement and environmental interaction (35+ object types) across 6 production sprints. Engineered a dynamic trap system with 10+ variants (proximity-triggered, timed, player-activated) featuring real-time activation zone visualization, reducing level designer setup time by 40%. Designed and implemented 8 unique tactical weapons (Ice Kunai) with distinct damage models and 6 proximity-based hazard types, enabling 30+ balanced level design scenarios. Led VFX development as Lead Effects Designer in a 4-member team, delivering a cohesive showcase level integrating gameplay mechanics, environmental design, and visuals.
Education
Master of Science in Game Design (M.S.) at Full Sail University
January 11, 2030 - December 1, 2025Bachelor of Science in Game Development (B.S.) at Full Sail University
January 11, 2030 - July 1, 2024Matric | National Senior Certificate at Parklands College
January 11, 2030 - December 1, 2019Qualifications
Wise-101 Certified End User
January 11, 2030 - June 12, 2026Industry Experience
Gaming, Media & Entertainment, Software & Internet, Professional Services, Education
Experience Level
Expert
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