Hamidreza Karimi
I create interactive experiences where worlds, systems, and player emotions become part of the same design.
I move between creative vision and technical execution โ from shipped mobile games to premium PC prototypes and experimental tools.
I hold the whole experience in view while staying close enough to the build to know whether it works.
The way I design
Readable before it is hard
Every attack tells the player what it is. Green windups can be parried, red telegraphs must be dodged. The difficulty lives in execution, never in guessing.
Fair pressure
A melee token limits how many enemies can commit at once. A crowd should feel overwhelming without ever landing a hit the player could not have seen.
Tune against players, not intuition
Hundreds of shipped levels taught me that a curve on paper and a curve in the data are different curves. The build tells you where it actually breaks.
Open to design roles across premium and mobile production.