Santhosh
Ratnam

Game Designer, Technical Designer and AI Product Builder. I design playable systems, build them in-engine, and turn complex AI workflows into useful products.

Start with the four essentialsResume, portfolio, professional profile and a live build. Scroll for AI systems, game projects, payment design and hackathon work.

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01 — 04

AI systems & products

BUILD / RESEARCH / SHIP
Unified-OS mission control dashboard

Unified-OS

Mission Control for projects, agents, services, jobs, memory, tasks and calendar with a visionOS-inspired interface.

AgentsOrchestration
Zero-V2 JARVIS core dashboard

Zero-V2 / JARVIS

Personal agent platform with voice wake-word, speech input/output, planning, reflection, tool gates and Discord control.

OllamaFastAPI

Odysseus + HermesVault

Second-brain and RAG stack using local/open models, OpenRouter routing, ChromaDB and roughly 63,000 memory chunks.

RAGChromaDB

Local model practice

Hands-on experience serving and testing models through Ollama, routing open models, and connecting them to agents and private workflows.

qwen2.5:7bOpen models

Hunter Protocol

Fitness-focused PWA concept with structured goals, stats and progression designed around habit feedback loops.

PWAProduct design

AI automation workflows

Job-search and research automations using scheduled scans, LLM scoring, structured output and notifications.

LLM workflowsAutomation
Zero-V2 panel library

Zero-V2 panel system

Modular desktop surface for adding and arranging daily brief, calendar, Gmail, memory, search, timer and other assistant panels.

UI systemsVoice UI
Unified-OS Mission Control overview
Mission Control
Unified-OS Odysseus Brain detail
Odysseus Brain
Unified-OS calendar view
Calendar
Unified-OS war room
War Room
Unified-OS notifications
Notifications

Game design & development

SYSTEMS / LEVELS / PLAY

Mechanical Fury

Fast-action FPS level and technical design: combat spaces, encounter pacing, enemy behaviors and Unreal implementation.

UE5Combat

Quest for Valor

Solo adventure with three environments, seven gameplay beats, modular Blueprint systems, quests, puzzles and boss design.

UE5Blueprints

Fresh Color Horror

Psychological horror level from greybox to polish with interactive storytelling, camera clues, scares and Niagara effects.

UE4Narrative

Frenemies

2.5D local co-op puzzle game with 20+ teamwork obstacles, custom editor tools, HLSL shaders and 45-player playtesting.

UnityC#
Claude Football live desktop match overlay

Claude Football

Self-running desktop football overlay with Claude mascots, agent-session hooks, live match mode, stats, play-vs-AI and result cards.

PythonTkinterDesktop app

Overlord / Journey 2095

Additional portfolio work spanning systems, level layouts, visual direction and interactive world-building.

DesignPrototyping

Product & payment case work

RAZORPAY / SYSTEMS

Razorpay fundraiser systems

Designed tiered progression, referral economics, leaderboards, webhook handling, chargeback reversal, idempotency and scalable Bubble workflows for a fundraiser product case.

Systems designPaymentsProduct thinking

Why it matters

Connects player motivation with real-world contribution: transparent states, reliable payment events and progression that remains fair after reversals or retries.

EconomyUX logic

Implementation mindset

Maps experience design to production constraints: edge cases, failure states, data integrity, user trust and operational scale.

WebhooksReliability

Hackathons & challenge projects

BUILT / DESIGNED