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It's about crafting experiences!

I have studied and worked as a game designer for a few years, with various experiences ranging from AAA titles to indie casual games to serious/educational games. The reason I have been working on such different projects is that I genuinely enjoy crafting experiences; it is the whole process of problem-solving that starts from developing an idea until bringing it to life that thrills me, whether it is about telling a dramatic story or matching three objects of the same color.


I come to the industry with a technical background and maintain a sharp mathematical and analytical mind that helps me deal with challenges rationally. I am most passionate about system design, balancing, and UX design. Being deeply interested in psychology, on the other hand, and actively studying how the human mind works helps me fuse this knowledge into my work to improve the user experience in my games.

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This webpage is focused on showcasing my game design portfolio.

I also write short reviews about some of the games I play. You can read them here.

My Perspective

LATEST ENDEAVOR

GAME ECONOMY DESIGN AT GAMELOFT

Economy Design and Balancing, System Design, Monetization Strategy

During my years as a game economy designer at Gameloft, I've been establishing the internal economy of different games, designing and balancing several game systems such as progression systems, upgrade and level-up systems, reward systems, resources and currencies, etc.
I have also conceptualized and documented several monetization strategies, including pricing, resource flow, game loops, retention strategy, and meta-game progression. Other than that, I've been mentoring aspiring game designers who were interested in economy design to better understand and design the internal economy of their games.

Latest Endeavor
Best Projects

BEST PROJECTS

Some of My Top Experiences in the Past

TINY SCIENTIST

Economy Design, System Design, Character Design (Conceptual), UX Design

Tiny Scientist is a casual construction and management mobile game revolving around building an ant colony and managing different resources and properties of the colony to grow and expand it as much as possible.

I established the internal economy of the game, designing and balancing several game systems. I also designed various in-game concepts from a conceptual and mechanical perspective and created many UI/UX mockups that were used as the groundwork for final UI menus and elements.

NAXIA

Quest & Level Design, Character Development, System Design

Naxia is an international Action RPG set in a fantasy world with a diverse combat system and an immersive story about four guardians of the land of Naxia. The game is released on Steam.
I designed some of the quests for the storyline of a rogue female character named Ajira with a focus on storytelling and character development. I also did some of the balancing and system design involved in the project, including the XP/level-up system, item tier design, and reward system.

LEGEND OF THE EAGLES: ATTACK ON H3

Level Design, Narrative Design, System Design

Legend of the Eagles: Attack on H3 is a combat flight game about one of the most significant aerial operations in history during the Iran-Iraq war. I worked on this project during my military service (conscription) in a game development center based in the Army Air Force. The game is planned to be released on PC.
I designed all of the levels in the game, each one representing a mission done in the past by the 8 pilots partaking in the main operation, leading to the last level, which is about the main operation (attack on H3 bases). I also did much of the narrative design, story development, and screenwriting for the cutscenes of the game.

EMO CAMP

Level Design, System Design, Scripting

Emo Camp is a serious game utilizing brain and cognitive science aimed at teaching different human emotions to children and how to use them more appropriately in everyday life situations. The game was planned to be a paid premium product at the time of release on smartphones and tablets.
I designed the levels of the game with a focus on variety and a fun atmosphere to make an educational game as much fun as possible for children. I also designed a progress calculation system for the game, which estimated the player's level of improvement at learning different emotions and then set the right level of difficulty throughout the entire game, accordingly.

Other Experiences

OTHER EXPERIENCES

Some of My Unreleased Projects

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GANG RUN

Gang Run was a casual indie project started within a group of friends in which I was the game designer. It's a side-scroll endless runner with a fully armed character as the avatar.
One of the unique points of the gameplay is the fact that the player's character is running in the middle of the screen while carrying two weapons in their two hands, and the player's mission is to shoot enemies both behind and in front of their character!

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WISH YOU WERE HERE

Wish You Were Here was another indie project I worked on as a game designer. It is a co-op escape room game in which two players are left alone in two separate rooms, and they need to help each other escape their rooms by finding clues and solving the puzzles around them.
It was my first experience in designing puzzles, and I truly enjoyed the process while learning a lot of new things about designing puzzles in games.

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HELIWARS

Heliwars was a casual indie helicopter flight game with a different variety of missions. In fact, the game is not solely about combat missions, and there are all other kinds of missions that a helicopter could carry out.
My role in this project was to design missions and levels. I designed some levels, each one including a couple or more missions. I also wrote a short story for the game and developed it in chunks for being narrated in between the main stages of the game.

Game Concepts

Game Concepts

Some of My Concept Designs

Fabricor (Everlasting Narrative)

One of My Narrative Concepts at CGL

Fabricor is an action MMORPG, set in a sci-fi universe with elements of fantasy. It is about a rivalry between humans and aliens to find and walk the path of enlightenment! I created this game concept for my everlasting narrative assignment at CGL. For this concept, I tried to create a universe where "conflict" is an inevitable and everlasting quality, as a way to continue the narrative forever. My aim for Fabricor was to create a game concept where the story, the game world, and the game mechanics are intertwined, creating a game space with a lot of player agency.

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IN SEARCH OF HOME

My Game Concept for Applying at CGL

In Search of Home is a 2D side-scrolling puzzle adventure game, set in a parallel universe. I created this game concept as a part of my application task for applying at Cologne Game Lab, TH Köln University of Applied Science.

Using the three-act structure, I wrote a story about a world being destroyed by the actions of the Capitalist system governing it. I also designed a few different puzzles for the game.

Burpucers!

My Game Concept for a Game Jam

Burpucers! is a local multiplayer party game in which you and your friends have control over a number of drunk characters who are overdrinking in a bar. I created this game concept during a game jam I participated in, alone.
When I designed this concept, I had a fun party game in mind with which everyone could have fun and happy moments, while trying to compete with others and win the game.

Professional Toolset

PROFESSIONAL TOOLSET

Some of My Skills & Expertise

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LEVEL EDITORS & SOFTWARE

After a few years of professional experience and self-practice, I have learned how to use some of the essential software and level editors that are useful for a game designer. First, I started designing levels in UDK and then learned how to implement my ideas in the Game Maker engine. Later I learned how to use Unity very well during my professional career. I have also implemented some of my narrative concepts in the Twine engine.

Apart from level editors and game engines, I feel confident using some useful software and tools such as Microsoft Office and Google Docs, Microsoft Visio, Balsamiq Mockups, Adobe Photoshop and Premiere, Visual Studio C#, and the Machinations Framework.

SKILLS & HOBBIES

I put a lot of time and practice into developing my storytelling and narrative skills as one of the two primary hallmarks of game design, as well as a favorite topic of mine. Every time I experience a story (in games, films, books, etc.) I analyze the different elements present in it and try to think of how everything is constructed. Sometimes, I write stories as a hobby and try to utilize my studies and experience to improve the narrative structure.

My other designing skills include Level Design and prototyping, System Design and balancing, Visually-focused Documentation, and Scripting.

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GET IN TOUCH

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