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Hamidreza Karimi

I am a designer who designs the vision, builds the systems, and executes it with technology.

No man ever steps in the same river twice; for it’s not the same river and he’s not the same man.

Heraclitus

A game is not a fixed thing you finish. It is a current you steer.

The work

Hamidreza Karimi

Technical Game Designer

Building unique player experiences through systems, worlds and technology.

Shipped on PC• Shipped on mobile• Unreal Engine 5• Tools & pipelines

Premium / PC

02 shipped · 01 in development
Rage of Towers — wave 10, energy shield holding the north lane
Shipped PC · Steam · Tower defense

Rage of Towers

Designed the game’s unique levels — the maps that break the standard rules — plus progression, economy tuning and the playtest loop behind them.

Level & map design Progression & economy Playtesting & iteration

Mobile

05 shipped titles
Ghasr Pooran — tile-matching board, level 122 Ghasr Pooran icon
Shipped Mobile · Tile match

Ghasr Pooran

Lead designer on five hundred levels. Every board tuned against its difficulty curve, then retuned against how players actually failed it.

Lead level design Difficulty curves
King Screw — colour-sorting screw puzzle King Screw icon
Shipped Puzzle

King Screw

Designed the opening level, then took over as lead designer for three hundred more.

PerTower
Shipped Survival TD

PerTower

Supporting designer on wave composition and enemy design for a casual survival defense.

Kesh Makesh
Shipped Quiz duel

Kesh Makesh

Supporting design, question authoring and the UI/UX pass on the head-to-head flow.

Match 3
Shipped Story match-3

Emma’s Mansion

Designed and balanced around three hundred levels for a story-driven match-3.

500K+
Downloads
4.5★
Rating
8.6K
Reviews
Google Play →

Design Lab

Tools, R&D, experiments

Using technology to solve design and production problems.

Unreal editor tools

In progress — the same pipeline thinking, rebuilt inside Unreal.

Coming soon

Writing

Notes on enemy archetypes, difficulty at scale, and turning level design rules into a pipeline. Coming soon.

About

I design systems that hold up when a player pushes on them — and I build the tools when the work outgrows hand-crafting.

Five years across premium PC and mobile production. Mobile taught me difficulty curves and player data at scale; Unreal taught me to build the thing rather than describe it. Working toward game direction.

Engine
Unreal Engine 5
Blueprints · Sequencer
Niagara · Materials
Unity (tools)
Design
Systems & mechanics
Level design · Enemy AI
Progression & economy
Balancing
Tools
Git · Trello · Figma
Machinations · Gaea
draw.io
Experience
2024 —
Game Designer
Mobile titles — level design, progression, balancing, playtest iteration
2024 – 2025
Game Designer (UX & Systems)
The Core — player journey, planets and stations, economy, districts, mini-games
2023
Level Designer
Rage of Towers — unique levels, progression and economy, playtesting
2019 – 2024
B.Sc. Computer Engineering
AI track
Hamidreza Karimi — Technical Game Designer UAE · open to remote