
AI Powered Conversations
Developed a gamified AI Chatbox that uses Socratic dialogue to encourage critical thinking in children.
Children’s Game
Collaborated with the Cornwall Council LRF to develop a RTS (Real-Time Strategy) style children’s game, to support the development of awareness and resilience towards a range of challenges and situations, teaching concepts like 999/101 emergency numbers

Spatial Design (XR)
Developed Augmented Reality applications for clients, enhancing user engagement.

Digital Mindfulness
Researched and developed gamified mindfulness experiences

Website Consulting
Served as a UX consultant for Service websites
Games
SocKey | Developing & Designing AI powered NPCs
Brief SocKey is a game ideated by Adriane, a master’s student at University of Creative Arts, Canterbury, and developed by me. The game explores the idea of using AI powered NPCs to engage children with socratic conversations. Disclaimer, Sockey is very much a work in progress… Gameplay Contributions Initially given GDD Development SocKey was developed…
Samkhya Game Design
Having gathered all of the prior information, I wanted to design a game that fits into everything I’ve worked on. Taking inspiration from The First Tree, I made a simple outline for the mechanics of the levels of the game Overarching Design The overarching design was going to be a hub and spoke design, with…
Cornwall Council Project | Game Design Development Blog | Part 1
link to play — https://gourav-ranganath.itch.io/gallos-kernow Brief ‘Gallos Kernow’ is a project made by Masters students at Falmouth University, for the Devon, Cornwall and Isles of Scilly Local Resilience Forum (LRF). The aim of the project is to develop a computer-based game, targeted at primary school aged young people, to support the development of their awareness…
Cornwall Council Project | Art & Visuals Development Blog | Part 2
Production In part 1 of the development blog, I went through all the different challenges we had faced in the pre production of the game, discussing the various GDDs and ideas that were being thrown around, and the response to the initial prototypes of the games. By the end of the third week, everyone in…











