Web UI Designer & Figma Specialist
I design high-converting web platforms, iGaming dashboards, and game interfaces in Figma that are actually built to be coded.
Expert Designer
Rushil Kapoor, Your Designer/Developer
Brief initial presentation of myself and my previous experiences.
UX Design
UI Design
Figma
Unity
Prototyping
Game Design
Game Dev
SIV
2023
UX/UI Designer
UrbanFit Studio
2022
Freelancer
Sunshine Studios
2023
Graphic Designer
VistaWorks
2024
How it works
Process Is Everything
Simple, streamlined process is what get's you results
1
Core Prototyping
Start by reaching out through our contact page. Fill out the form or book a call to discuss your project, goals, and ideas.
Step 1
2
High-Fidelity UI Design
Tell me your unique vision, and I’ll create stunning, functional Output that perfectly align with your goals
Step 2
3
C# & Unity Integration
I expertly transform your designs into a powerful, scalable solution, fully ready to launch
Step 3
4
Optimization & Handoff
Receive a fully tested, polished, and high-quality product tailored to your needs with ongoing support
Step 4
I am with you in every step
alongside you at each step for seamless experience
FAQ Section
Questions, Answers
Get quick answers to your most pressing questions
What services do you offer?
Most people are either strictly designers or strictly coders. I do both. Depending on what your team needs, I can hop in as your UI/UX designer in Figma, your C# developer in Unity, or the guy who bridges the gap between the two. Whether I’m designing your brand's web experience or coding core game mechanics, my goal is simple: build something that looks incredible and actually works.
How do I start working with you?
What design tools do you use?
How long does a project take?
Do you provide revisions?
What industries do you work with?
What is your pricing structure?
Unity C# Developer & Prototyper
Game UI Integrator & Unity Developer
As a Unity Developer & Prototyper, I write clean C# code and actually know how to make your mechanics feel right. I bridge the gap between your design doc and a working, playable build, so you don't have to deal with spaghetti code or a project that constantly breaks.
"Rushil was professional and did exactly what I said "
-Zoubaier
"He did great a job and I was amazed to see the results"
-Illustrator
Expert Designer
Rushil Kapoor, Your Designer/Developer
Brief initial presentation of myself and my previous experiences.
I script core mechanics in C# and actually know how to optimize them in Unity. Stop dealing with messy codebases or developers who overcomplicate simple features—I handle the whole technical pipeline from prototype to playable build.
Game Development
Mobile Optimization
Figma
UI/UX
C# Scripting
Rapid Prototyping
Indie Game dev
Bullzera Creations
2025
Intern
Sunshine
2022
Game developer
SIV
2023
How it works
Process Is Everything
Simple, streamlined process is what get's you results
1
Step 1: Core Prototyping & Greyboxing
We start with the core loop. I build out the basic mechanics and player controls using simple shapes so we can test if the game is actually fun to play before anyone commits to heavy architecture or art.
Step 1
2
Step 2: C# Architecture & Systems
Once the prototype feels good, I build out the real logic. I write clean, scalable C# scripts—like robust state machines for combat or custom physics controllers—ensuring the codebase doesn't turn into a tangled mess as the game grows.
Step 2
3
Step 3: Asset Integration & Polish
Here is where the game comes to life. I take your team's 2D/3D art, animations, and VFX, and wire them up natively into the engine, ensuring all the components talk to each other without breaking the core logic.
Step 3
4
Step 4: Optimization & Handoff
You get a stable, playtest-ready build. I use the Unity Profiler to kill frame-drops, manage object pooling for mobile, and hand over a neatly organized project repository that your team can immediately jump into.
Step 4
1
Step 1: Core Prototyping & Greyboxing
We start with the core loop. I build out the basic mechanics and player controls using simple shapes so we can test if the game is actually fun to play before anyone commits to heavy architecture or art.
Step 1
3
Step 3: Asset Integration & Polish
Here is where the game comes to life. I take your team's 2D/3D art, animations, and VFX, and wire them up natively into the engine, ensuring all the components talk to each other without breaking the core logic.
Step 3
2
Step 2: C# Architecture & Systems
Once the prototype feels good, I build out the real logic. I write clean, scalable C# scripts—like robust state machines for combat or custom physics controllers—ensuring the codebase doesn't turn into a tangled mess as the game grows.
Step 2
4
Step 4: Optimization & Handoff
You get a stable, playtest-ready build. I use the Unity Profiler to kill frame-drops, manage object pooling for mobile, and hand over a neatly organized project repository that your team can immediately jump into.
Step 4
02 / Standalone Unity UI & C# Engineering
General Unity Projects (Gameplay Engineering)
General Unity Projects (Gameplay Engineering)
General Unity Projects (Gameplay Engineering)
I build core gameplay loops, mechanics, and system architectures from scratch. If you have a game concept, I write the clean, optimized C# code to make it fully playable, stable, and performant.
I build core gameplay loops, mechanics, and system architectures from scratch. If you have a game concept, I write the clean, optimized C# code to make it fully playable, stable, and performant.
Unity + C#
Role · Mechanics Engineer
Platform · 2D Action
Rush Royale Prototype (Core Gameplay & Systems)
Rush Royale Prototype (Core Gameplay & Systems)
My Role: Unity Game developer
The Problem: Tower defense games with real-time grid positioning, unit merging, and continuous enemy waves can quickly become a performance nightmare. Unoptimized code leads to massive CPU lag when dozens of units attack simultaneously, ruining the competitive feel.
My Role: Unity Game developer
The Problem: Tower defense games with real-time grid positioning, unit merging, and continuous enemy waves can quickly become a performance nightmare. Unoptimized code leads to massive CPU lag when dozens of units attack simultaneously, ruining the competitive feel.
My Solution: I coded the entire gameplay architecture from scratch using clean, optimized C# scripting. I focused heavily on data structures for the grid system, seamless unit-merging logic, and high-performance wave spawning. By leaving the UI entirely out of the equation during this phase, I ensured the core math and game loop were bulletproof, responsive, and ready for production scaling.
My Solution: I coded the entire gameplay architecture from scratch using clean, optimized C# scripting. I focused heavily on data structures for the grid system, seamless unit-merging logic, and high-performance wave spawning. By leaving the UI entirely out of the equation during this phase, I ensured the core math and game loop were bulletproof, responsive, and ready for production scaling.
View Project Deliverables

Role · Mechanics Engineer
Platform · 2D Action
Shadow Spire Roguelike
Shadow Spire Roguelike
My Role: Systems & AI Programmer
The Problem: The game relied heavily on unpredictable, randomly generated maps and smart enemies. However, the procedural generation code kept creating broken rooms that trapped the player, and the enemy AI was erratic—either glitching through walls or standing completely still instead of attacking.
My Solution: I designed a modular C# level generation system that guarantees stable, fully traversable maps every single run. Then, I rewrote the enemy AI using adaptive state machines. Now, enemies intelligently track, chase, and ambush the player based on distance and spell-casting triggers, creating a genuinely challenging and bug-free gameplay experience.
My Role: Systems & AI Programmer
The Problem: The game’s random map generator kept building broken rooms that trapped the player. Worse, the enemy AI was completely erratic—they would either glitch through walls or just stand there instead of fighting.
What I Did: I built a new C# level generator that guarantees a fully playable, dead-end-free map every single run. I also rebuilt the enemy logic from scratch, programming them to actively track, chase, and ambush the player.
The Result: A bug-free, challenging game. Every level generates perfectly, and the enemies act smart and responsive instead of glitching out.
View Project Deliverables
Role · Optimization
Role · Optimization
Platform · Android
Sand Balls Physics Performance Pass
Sand Balls Physics Performance Pass
My Role: Unity Programmer
The Problem: Having dozens of moving objects on screen at once was killing performance on older phones. It caused severe lag, drained the battery fast, and made the gameplay feel stuttery and unplayable.
What I Did: I overhauled the physics settings so the engine stops doing unnecessary math in the background. I also built an object pooling system—meaning the game recycles items instead of constantly creating and destroying them, which stops lag dead in its tracks.
The Result: A buttery-smooth frame rate. The game now runs perfectly on lower-end mobile devices without stuttering, overheating the phone, or killing the player’s battery.
My Role: Unity Programmer
The Problem: Having dozens of moving objects on screen at once was killing performance on older phones. It caused severe lag, drained the battery fast, and made the gameplay feel stuttery and unplayable.
What I Did: I overhauled the physics settings so the engine stops doing unnecessary math in the background. I also built an object pooling system—meaning the game recycles items instead of constantly creating and destroying them, which stops lag dead in its tracks.
The Result: A buttery-smooth frame rate. The game now runs perfectly on lower-end mobile devices without stuttering, overheating the phone, or killing the player’s battery.
View Project Deliverables


Role · Optimization
Role · Optimization
Platform · Android
Baba Yaga (Code Optimization & Refactoring)
Baba Yaga (Code Optimization & Refactoring)
My Role: Technical Programmer & Code Auditor
The Problem: The development team had a solid creative vision, but the existing code codebase was full of bugs, broken loops, and unoptimized logic [local]. This caused frequent gameplay glitches, erratic character behaviors, and random frame-rate drops that completely broke player immersion [local].
My Solution: I collaborated closely with the core development team to audit their repository and pinpoint the underlying performance bottlenecks [local]. I refactored unoptimized scripts, cleaned up conflicting game functions, and streamlined their execution pipelines. By resolving these fundamental architectural flaws, I transformed a buggy prototype into a highly stable, completely fluid, and responsive gameplay experience [local]. [1]
My Role: Technical Programmer
The Problem: The team had a great vision, but the code was a mess. Heavy scripts and broken loops were causing massive lag, weird character glitches, and frame-rate drops that completely ruined the experience.
What I Did: I dug into the codebase, tracked down the exact bottlenecks, and cleaned up the messy logic. I rewrote the heavy scripts and fixed the core mechanics so everything communicated smoothly.
The Result: I turned a buggy, frustrating prototype into a fast, completely stable game that plays perfectly without a single stutter.
View Project Deliverables
Happy Clients
Clients Love me
100% Milestone Hit Rate · 10k+ Lines of Code Written · 4.9/5 Client Rating
100+
Happy clients
500+
Problems Solved
4.9
Average Rating

Illustrator
Harper education
The designs exceeded our expectations! Every element felt purposeful, creating a seamless and visually stunning brand identity


Bullzera Game Studios
Working with rushil is a pleasure he delivers mind blowing results definately Recommended


Interseptor
AIO Founder
He just reskinned my old games and made them amazing and new now!


Zoubaier
SIV games
He Again did a great job and I would Recommend him to everyone!

Why choose me
The Bridge Advantage
Gain access to a developer who handles both Figma layout and Unity C# logic, ensuring pixel-perfect execution without pipeline friction. No more siloed workflows where design anchors break, programmer handoff drifts, and the final build loses the intended aesthetic.
Fast Prototyping
I build core mechanics quickly using clean C# logic. We get a playable, stable prototype into your hands immediately to test the "fun factor" without wasting weeks on overcomplicated architecture.
Slow Development
Hiring a programmer who over-engineers simple mechanics, getting lost in messy scripts and tangled dependencies. It takes them weeks just to get a basic player controller working.
Fast Prototyping
I build core mechanics quickly using clean C# logic. We get a playable, stable prototype into your hands immediately to test the "fun factor" without wasting weeks on overcomplicated architecture.
Siloed Workflows
Hiring a programmer who over-engineers simple mechanics, getting lost in messy scripts and tangled dependencies. It takes them weeks just to get a basic player controller working.
Client-Centric Collaboration
I build games with your whole team in mind. I set up clean Unity hierarchies and custom inspector tools so your game designers can tweak variables and balance mechanics without ever needing to read my code.
Detached Communication
A developer who writes hardcoded logic in a complete silo. Every time your designer wants to slightly change a jump height or weapon damage, they have to beg the programmer to rewrite the script.
Client-Centric Collaboration
I build games with your whole team in mind. I set up clean Unity hierarchies and custom inspector tools so your game designers can tweak variables and balance mechanics without ever needing to read my code.
Unoptimized Blueprints
A developer who writes hardcoded logic in a complete silo. Every time your designer wants to slightly change a jump height or weapon damage, they have to beg the programmer to rewrite the script.
Timely Project Tracking
I treat your game like a professional product. I use clean version control, modular C# scripts, and hit milestones on time so the Unity project is always stable, backed up, and ready to scale.
Unstructured & Unreliable Work
Dealing with a chaotic Unity project full of broken prefabs, missing references, and spaghetti code. Every time the developer tries to add a single new feature, three old features instantly break.
Rapid Prototyping Loops
Turning concepts into playable mechanics with fast, agile feedback loops so your creative vision is captured perfectly
Detached Development
Developers who disappear for weeks without updates and deliver final builds that completely miss the original mark.
Timely Project Tracking
I tend to complete the project before the deadline so thatI have room for polishing the project
Unstructured & Unreliable Work
Inconsistent timelines and last-minute changes can compromise quality
Milestone-Driven Delivery
Strict adherence to contract phases, ensuring every UI screen, 3D asset, and script is integrated and delivered on schedule.
Unstructured Chaos
Missed deadlines, feature creep, and last-minute scrambles that blow up studio budgets and delay launch dates.
Happy Clients
Clients Love me
100% Milestone Hit Rate · 10k+ Lines of Code Written · 4.9/5 Client Rating
100%
Milestone hit rate
10k+
lines of code
4.9
Average Rating

Illustrator
Indie Game dev
The designs exceeded our expectations! Every element felt purposeful, creating a seamless and visually stunning brand identity


Bullzera Game Studios
Bullzera Game Studios
Working with rushil is a pleasure he delivers mind blowing results


Interceptor
Freelancer at Fiverr
He just reskinned my old games and made them amazing and new now!


Zoubaier
The prototype was great and he did a good job.


Zoubaier
SIV games
He Again did a great job and I would Recommend him to everyone!

FAQ Section
Questions, Answers
Get quick answers to your most pressing questions
What services do you offer?
I specialize in web design, branding, UI/UX, and development, creating modern, user-friendly experiences tailored to your needs
How do I start working with you?
What design tools do you use?

