Professional experience

Game Designer at Chokepoint Creative

Unannounced project
2.5D Platformer / Unreal Engine 5

Game Designer at Behaviour Interactive

Unannounced project
Unannounced genre / Unity

Level Designer at INFINITY27

Samsara
Soulslike action-RPG / Unreal Engine 5

Personal projects

The Cairnholm Tape
PS1-style found footage horror / Unreal Engine 5

• All level designs based on historical research and architectural studies
• Immersive first-person story and dialogue relayed through interactions
• Distinctive PS1-era visuals and sound design to enhance horror experience
• Completely handcrafted VHS-style user interface

Solo-developed indie game / All roles

Cosmic Clash
Multiplayer arena brawler / Unreal Engine 5

• Designed all gameplay mechanics within documentation
• Blocked out an arena level design with multiplayer focus
• Scripted environmental hazards and world events
• Created all front-end menus and HUD design

Team of 10 / Level Designer / Gameplay Designer

From the Source
FPS level and mission design / Unreal Engine 5

• Designed mission flow and pacing through documentation
• Blocked out entire sci-fi facility level design using 3D tools
• Scripted gameplay and enemy encounters in-engine
• Used Sequencer for cinematic design

Solo-developed project / Level Designer / Mission Designer / Encounter Designer


Résumé

I’m an English-Persian game designer from the north east with 1+ years of professional experience. I possess strong generalist capabilities and maintain my speciality in level design, narrative design and quest/mission design. My time in the industry so far has seen me contribute to new and exciting independent IPs, as well as working in AAA co-development with one of the largest publishers in games.I consider myself not just passionate, but fuelled by a desire to truly innovate the next generation of games. My drive to make a lasting impact on the games and teams I work with makes me a bold designer who embraces challenge and critical thinking. I value being highly creative yet disciplined, combining complex ideas and a keen eye for details with honest, productive collaboration.Outside of work, I take pride in contributing to the health and future of the wider games industry through my ambassadorship with Women in Games, and I'm always open to new opportunities for knowledge sharing and advocacy.


Behaviour Interactive

Game Designer on Unannounced Project
Unannounced genre

  • Platform / Unannounced

  • Release / Unannounced

  • Game engine / Unity

  • Software used / Confluence / Miro / Figma

The details of this project are currently under NDA. This page will be revised once I can share more information.

Work overview

• Worked in co-dev with one of the industry's largest companies on a globally-recognised IP
• Created and maintained clear, client-facing design documentation in Confluence, helping different disciplines understand and implement design requirements effectively
• Translated detailed paper designs into playable level blockouts using in-engine 3D tools, iterating on layouts to support the intended player experience
• Supported the implementation and refinement of the 3Cs (character, camera and controls) to help establish a consistent and engaging game feel
• Took ownership of world and level metrics to improve clarity and consistency across the player experience
• Worked closely with the design team in Miro to develop interactive and visual game systems, gameplay loops and player motivations, with a focus on creating meaningful value for players
• Balanced game systems directly in-engine, responding quickly to feedback and making adjustments throughout development
• Carried out comprehensive QA and supported design and programming teams during feature playtesting, helping improve UX and identify, reproduce and resolve bugs
• Assisted art and animation departments in refining visual features to be readable and scalable using Unity's timeline tool
• Created clear and concise storyboards for visual features, working closely with the art team to communicate ideas and support implementation


INFINITY27

Level Designer on Samsara
Soulslike action-RPG

  • Platform / PC

  • Release / 12 May 2026

  • Game engine / Unreal Engine 5

  • Software used / Miro / Photoshop

Work overview

• Worked on Samsara, an independent souls-like action RPG based on Buddhist mythology
• Planned, built and iterated on an interesting and visually compelling environment through analysis and research; from paper designs through to a final polished level
• Designed the level with a focus on clever in-engine enemy placement and intentionally-crafted, engaging encounter design
• Utilised a good visual eye for scene setting, sight lines, vistas and areas of interest, paying close attention to details to ensure the level stayed consistent within the narrative and game world
• Frequently tested in-engine development tools and systems, logging all issues in Hansoft to assist in streamlining the overall development pipeline by reproducing and resolving bugs
• Presented my work to the team and justified design decisions to directors to ensure my level accurately served the overall game vision, communicating swiftly and addressing feedback

Refreshing an outdated level

• My task involved taking an outdated level in the snowy 'Viratdeha' region and improving the encounter design, level flow and player rewards
• To make effective improvements and rework the section from the ground up, I began by analysing the previous iteration to identify the weakest points and missed opportunities
• As seen above there were 2 main sections, so I broke each one down separately
• I clearly identified why the encounter felt uninteresting and how the lack of complex layout reinforced this, as well as why the reward at the end of the level did not feel thoughtfully placed
• I also took into account the levels before and after this one - the one before was a more intense and stressful stretch of the game, so it was important to identify this and use it to inform my cohesive new design

Design intent flowchart

• With the analysis of the old iteration complete, I opted to make a design intent flowchart for the new level before I drew up the paper design
• The new level would now feature two different pathways to reach the end, each with more meaningful world interaction for the player
• Now players couldn't miss the weapon reward at the end like they could before

Improved level layout


• Went through multiple rounds of iteration based on director and team feedback
• Whole cliffside section widened, unused protruded mountainside flipped into an upper walkable platform
• Lower walkway expanded for enemy ambush, players who go up the raised platform first gain an advantage as they can spot enemies from above
• Additional cave entrance added at the beginning of the level to accommodate for the new pathway
• New enemy trap placement further into the level
• Cavern interior layout streamlined and given more verticality
• Visual interest added to player reward through the chest being found on floating platforms

Beautiful corner and narrative cohesion

• A part of my task also involved enhancing my blockout using some of the art team's completed assets to form a beautiful corner
• This corner, nicknamed 'Persistence', ties in to Viratdeha's central theme of addiction and struggle
• In the prior level, there is a blizzard where players can see overturned carts and abandoned supplies of supposed travellers who perished on their ascent to the top of the mountain - however this corner of my level features an intact campsite and undamaged carts, implying there are travellers who have the will to survive and keep going
• I designed this corner to be a reminder to the player that even in the bleak and hopeless cold of Viratdeha, life can still be found - still persist


Chokepoint Creative

Game Designer on Unannounced Project
2.5D platformer

  • Platform / Unannounced

  • Release / Unannounced

  • Game engine / Unreal Engine 5

  • Software used / Confluence / Photoshop

The details of this project are currently under NDA. This page will be revised once I can share more information.

Work overview

• Worked on an unannounced, brand-new independent IP
• Performed second pass iteration of game Hub world; improving and iterating on existing layout and suggesting improvements for flow, pacing and metrics
• Blocked out sprawling level design made up of uniquely themed sections, ensuring cohesion and intrigue through environmental storytelling
• Created bespoke modular and unique 3D blockout assets using Blender and Unreal's 3D tools
• Designed optimal level flow through use of golden pathways and element composition to streamline player experience
• Collaborated closely with design leads and art team to handle scope and act on level feedback
• Prototyped and swiftly iterated upon gameplay mechanics using Unreal visual scripting, clearly documenting the design in Confluence to assist other disciplines with implementation
• Engaged in frequent playtesting of all crafted levels and mechanics to refine and adhere to design vision


From the Source
Level Designer / Mission Designer / Encounter Designer
FPS

This was a university-assigned project. The brief was to "produce a portfolio of work demonstrating your expertise in level design and the level production process via implementation of modelling, gameplay scripting, sounds, animation and VFX to a real-time game environment."
My tutors provided me with a playable FPS prototype made in Unreal Engine. It had combat and enemy AI implemented with it, so I took these tools and used them to create a full playable mission of my own unique design.
My work here is largely inspired by the 'Half Life' series, as it is one of my favourite FPS games.

Level layout plan and mission objectives

Floor 1

• Consists of a reception, warehouse and cafeteria
• Warehouses are typically large open spaces, so I used this to create a vertical combat experience
• Large crates obscure the player's view around the corner, making encounters unpredictable
• Verticality is introduced through the upper walkway only accessible by stairs
• Enemies on the top level provide aerial threat to the player when they're on the bottom floor


Floor 2

• Consists of a security division and engineering department
• Designed to be a more concentrated space
• Main combat is in the security division
• A scripted sequence begins when the player enters, player cannot leave until all enemies are dead
• Player is rewarded for exploration with a more powerful gun


Floor 3

• Final floor, consists of materials lab, hazardous storage and global operations
• Designed to be a more sprawling space with multiple smaller rooms to enter
• Signs direct player to their objective, but door is locked
• Next door room has a shotgun, indicating this floor focuses on short range encounters
• 2 small encounters
• Crawl into vent, find key, exit in another room


The Cairnholm Tape
All roles
PS1-style found footage horror

Desc.


Cosmic Clash
Level Designer / Gameplay Designer
Multiplayer arena brawler

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