Aditya Sundaram

Game Designer & Player Researcher

I design games grounded in research, and I research how players receive the games the industry builds. BA (Hons) Games Design at Brunel University London, where my dissertation won the departmental award for Best BA Dissertation; before that, a Bachelor of Fine Arts in Design in Sweden.

Selected Work

Three projects, one thread: taking players seriously, whether that means grounding a puzzle mechanic in clinical evidence or treating community complaint as a text worth reading closely.

Undergraduate dissertation · Oct 2025 – Jun 2026

Framing Fairness

Player Discourse and Microtransaction Models in Live Service PC Games

How do player communities decide that a monetisation model is fair or exploitative? Rather than relying on survey self-report, I read the communities themselves: a Critical Discourse Analysis of Steam reviews, Reddit threads and forum discussion across three structurally distinct live-service economies (Diablo IV, Destiny 2, and Counter-Strike), coded against a purpose-built codebook. The study found that fairness is a discursive construct rather than a property of the monetisation system, that how a decision is communicated is judged as much as the decision itself, and that community memory imposes a longitudinal accountability the discrete-purchase era never faced. Defended in viva, June 2026.

90
Coded discourse items
3
Live-service economies
4
Cross-case findings
Winner · Best BA Dissertation in Games Design
Final-year design project · Unity 3D · Oct 2025 – May 2026

Deus Ex Machina

A tactical word-puzzle adventure, designed as a serious game for cognitive health

In an Aetherpunk world where language itself is failing, a retired professor of classical languages is recruited to crack the cipher, and discovers his experience matters because of his age, not despite it. The design premise: words function as movement rather than scoring. Word length determines how far you travel across a tactical grid, so vocabulary retrieval, pattern recognition and route planning are exercised in a single decision. The niche is narrative: existing serious games for older adults are transactional drills with no story, and Deus Ex Machina instead gives its players an overarching plot to invest in, the kind of narrative pull games for younger audiences take for granted. Designed for adults over sixty at risk of mild cognitive impairment, with every mechanic traced to published evidence, and accessibility treated as a founding constraint rather than a retrofit. Delivered as a research-grounded design document, a storyboard, and a playable Unity prototype.

60+
Designed-for audience
3
Phases in the daily loop
5
Colleagues to bond with
BFA degree project · Linnaeus University · 2022 – 2023

The COPCube

A campaign to make COP climate conferences virtual

My degree project for the Bachelor of Fine Arts in Design at Linnaeus University, Sweden: a design intervention lobbying policymakers to make COP conferences virtual through holographic conferencing, arguing that the world's climate summit should practise what it negotiates. Published in DiVA, the Swedish national research archive. It was my first sustained study of how design shapes participation in large systems, and the beginning of the interest in systems and their audiences that now runs through my games work.

Writing

Essays on game design and the communities that play them, most of them grown from my research. New pieces every fortnight, threaded on Bluesky as they go up.

Essay · Monetisation and player communities · July 2026

Communication Is Part of the Price

Why an unannounced patch note did more damage than the patch

Diablo IV's Campfire Chat apology, Destiny 2's silent Content Vault, and CS:GO's neglected anti-cheat all point to the same finding: how a decision is announced gets judged as harshly as the decision itself, sometimes more harshly, and sometimes as the only thing that gets judged at all.

Essay · Monetisation and player communities · July 2026

Fairness Is Made, Not Built In

What ninety Steam reviews taught me about monetisation in live-service games

Every monetisation model I studied was called fair and exploitative by the same community, using the same concepts, often in the same week. The structure supplies the vocabulary of judgement; the community supplies the verdict. On cosmetic boundaries, the vault, loot boxes, communicative failure, community memory, and the Warframe test.

About

I am a game designer working at the meeting point of design and research. My work is guided by a simple conviction: players deserve to be taken seriously. That means designing challenges that respect an audience's intelligence, whether that audience is a sixty-year-old solving word puzzles or a community arguing about loot boxes, and it means treating what players say and do as evidence worth studying carefully.

Brunel is my second completed degree. I came to games through design: a Bachelor of Fine Arts in Design from Linnaeus University in Sweden, built on three years of design and creative computation study at Srishti Institute of Art, Design and Technology in India. That fine-arts grounding shapes how I work: research first, then form, then relentless iteration.

Away from screens, I am a FGASA-qualified field guide, trained at Hannah Game Lodge in South Africa. Worldbuilding, mythology and wildlife run through everything I make.

Education

Brunel University LondonBA (Hons) Games Design, 2:1 · 2023 – 2026
Best BA Dissertation in Games Design, departmental award
Linnaeus University, SwedenBachelor of Fine Arts, Design (180 ECTS) · 2022 – 2023
Incorporates 120 ECTS from Srishti Institute of Art, Design and Technology, India
Learners Point AcademyUnity 3D course (35 h) · 2024
African Bush Training, South AfricaFGASA Apprentice Field Guide (NQF2) · 2018
Contact

I am looking for junior roles in game design, games user research, or serious games, in London, Dubai, or remote. If my work reads like it belongs on your team, I would love to talk.