Mobile

Hamidreza Karimi
Track 02

Mobile

Five shipped titles. Level design, progression and balancing under live conditions — where a difficulty curve is not a theory but a number of players who stopped playing.

Lead designer on
Ghasr Pooran
King Screw
Supporting design
Emma’s Mansion
Kesh Makesh · PerTower
Disciplines
Level design · Balancing
Progression · Wave design
Genres
Tile match · Match-3
Puzzle · Survival TD · Quiz

Shipped titles

05 titles
Ghasr Pooran — tile-matching board mid-level Ghasr Pooran icon
Shipped Tile match

Ghasr Pooran

Lead level designer

Lead designer on five hundred levels. Every board was authored against its position on the difficulty curve, then retuned against how players actually failed it — which is rarely where the curve predicted.

500 levels Difficulty curves Board authoring
King Screw — the car being unscrewed, with the colour trays above King Screw icon
Shipped Puzzle

King Screw

First level, then lead designer

Designed the opening level — the one that has to teach the whole mechanic without a tutorial — then took the lead for three hundred more.

300 levels Onboarding
Story match-3Capture pending
Shipped Match-3 · Android & Windows

Emma’s Mansion

Level design & balancing

A story-driven match-3: the player renovates a mansion room by room, and each board also has to serve a scene in the narrative. I designed and balanced around three hundred levels.

500K+
Downloads
4.5★
Rating
8.6K
Reviews
~300 levels Move-count balance
Google Play →
PerTower
Shipped Casual survival defense

PerTower

Supporting designer

Wave composition and enemy design. The same problem as FIGHT ON! at a casual scale: make a crowd threatening without making it unreadable.

Wave design Enemy design
Kesh Makesh
Shipped Head-to-head quiz

Kesh Makesh

Supporting design · UI/UX

Question authoring and the UI/UX pass on the duel flow — two players, one screen of tension, and no room for a confusing turn.

Question design UI/UX

Design at scale

Hand-building a thousand levels teaches you where hand-building stops working.

Past a certain count the bottleneck is no longer taste, it is throughput — and the answer is a rule set a tool can execute. That is where Road+City Generator came from: a project needed every track to drive differently, and building each one by hand cost more than the variety was worth.

Road+City Generator — a generated road network with its decoration layers placed
Tool · Design Lab

Road+City Generator

Parameter-driven road and city generation — see it in the Design Lab.

The other track is systems and enemy behaviour.

Two shipped PC titles and a prototype where the enemy AI is the design.

Premium →
Hamidreza Karimi — Technical Game Designer UAE · open to remote