Raunaq Singh Sokhi
SENIOR GAME DESIGNER
✱ Portfolio
✱ Portfolio
Unannounced Project
EA DICE, 2025
Currently working on an unannounced DICE project as a Game Modes and Systems Designer.
Details redacted.
BATTLEFIELD 2042
EA DICE, 2021 to 2024
game mode product owner, game designer
With Battlefield 2042 Live (Season 3 onwards), I stepped into leadership, not only managing my own work, but also the hiring of designers, mentorship, and ensuring quality deliverables across the board.
I’ve additionally helmed several seasonal releases, collaborated with other design disciplines, and built bridges between teams. I’ve pioneered a modular design approach at DICE, ensuring we always build not just for the next release, but several releases in the future - either to strengthen our design skills, or our tech foundation, and hopefully both.
Led the game mode design team for several seasons as Product Owner.
Designed and carried several game modes through development (Season 4 - Shutdown, Season 6 - Killswitch, Strike Team, Hardcore, Rush: Override)
Prototyped Game Modes across styles (competitive, tactical, large-scale, sandbox, cinematic, PvE and more) in DICE’s proprietary Frostbite engine
Participated in the Product Strategy Group to craft the vision for Seasons
Mentored and onboarded game designers
Managed the backlogs of the game design team
Forged a relationship between Product Management and Game Design - shared vision building with an understanding of analytics, market trends, and production realities
AVALANCHE STUDIOS, 2018 TO 2021
EXPERIENCED GAME DESIGNER
I’ve worked on and owned the design for several new features, DLC releases, reserves, narratives, systems, weapons, and much more for this fan-favorite hunting-sim FPS from Avalanche Studios.
Designing and carrying several features through development, including the game's first functional predators, and customizable trophy lodges.
Designing and balancing weapons.
Designing and maintaining detailed and complex animal behaviors and simulations (including predation, aggression, pack behaviors, and more).
Using my prior experience to bring the documentation and design philosophy up-to-date.
Conducting and communicating research through highly detailed design documents.
Participating in narrative design and reviewing scripts for DLC.
Implementing missions.
Balancing and tuning systems in DLC as well as the base game.
FAR CRY 5
UBISOFT ENTERTAINMENT, 2021 to 2024
game designer
I worked on designs for Economy, Progression, and Reward Distribution within the game’s user generated content platform “Far Cry Arcade”
Worked closely with Ubisoft Montreal on multiplayer features and systems for Far Cry Arcade.
TRIALS FRONTIER
UBISOFT ENTERTAINMENT, 2016 TO 2017
GAME DESIGNER
I’ve designed and shipped various game modes, designed and tuned bikes, studied metrics and rebalanced the soft and hard currency economies in this massively popular mobile addition to the acclaimed Trials Franchise by Ubisoft RedLynx.
Worked closely with RedLynx, Finland, to ensure the best possible creative output on Trials Frontier.
Designed new features to ensure the game was keeping pace with the market and the demands of the community at the same time.
Designed seasonal events.
Designed new systems (Midnight Circuit, Daily Quests).
Kept up to date with community feedback and carefully studied highly engaged users.
Constantly pitched and documented all design to keep communication with RedLynx.
GROW UP
UBISOFT ENTERTAINMENT, 2016
JUNIOR GAME DESIGNER
My 4 month involvement in the project involved pitching new console-exclusive content and conceptualizing interesting gameplay to add to Grow Up! Character design, ability design and content writing formed the bulk of my responsibilities on this adventure platformer title by Ubisoft Reflections.
Worked closely with the core team at Ubisoft Reflections.
Designed and pitched content autonomously to great reception from the core team
Designed game content for the console versions of Grow Up!
Designed Unique outfits and abilities for BUD as console exclusive content.
CARE BEARS BELLY MATCH
UBISOFT ENTERTAINMENT, 2015
INTERN GAME DESIGNER
I designed the block generation system, created over a hundred levels, and participated in systems design on this Match 3 title with the Care Bears IP from Ubisoft Pune.
Engaged in all aspects of game design, systems design and became the point of contact on level design.
Designed and maintained a smart difficulty management backend
Created 150+ levels for the game and polished, retuned older levels.
Designed gameplay ingredients (boosters, power-ups, blockers, objective types) and created in-game tutorial levels to introduce them, each with its own difficulty curve
CASTLEVILLE
ZYNGA, 2014
INTERN GAME DESIGNER, WRITER
I designed several quests, the sunsetting endgame event, multiple seasonal narrative arcs, as well as economy features and systems in this medieval fantasy social game by Zynga for Facebook.
Designed over 40 Quests for Weekly Releases
Designed Special Feature Releases
Created new characters
Added background to existing characters through both Dialog and Objectives
Designed Special Boss Quest as tentative End-Game Content (Implemented, released and well received)
Worked directly with Product Manager for Monetization and Balancing tasks.
“DEAD SHORE”
PERSONAL PROJECT
KILLING FLOOR 2
I worked on building this high-tension, fast-paced level with a small team of friends for the then-annual Grindhouse Contest for Killing Floor 2: a co-op PvE horror horde FPS. My team won a USD1000 cash prize for Dead Shore.
The level was built in Unreal 3.
See the level here: Link to Steam
“INsurrection”
PERSONAL PROJECT
chivalry: medieval warfare
I worked on this custom objective level and mod for Chivalry:Medieval Warfare with two friends, for the Fortification Map contest hosted by the game’s developers.
The level was built in Unreal 3.
See the level here: Link to Steam