Premium

Hamidreza Karimi
Track 01

Premium / PC

Gameplay systems, enemy behaviour, economies and level design. Two titles shipped and one prototype in development — the work where a design decision has to survive contact with a live build.

Shipped

02 titles
Rage of Towers — wave ten, shield dome holding while armour pushes the north lane
Shipped PC · Tower defense · Unreal Engine

Rage of Towers

My role
Level Designer

Level and map design, progression and economy tuning, and the playtest loop that fed both.

What I owned
The game’s unique levels
Progression pacing
Economy balance
Playtesting & iteration
The design problem

A defense game teaches its rules through repetition, then has to break them without feeling unfair. The unique levels are where that break happens — each one bends a rule the player has just learned to rely on.

Live

Released on Steam. The levels, progression and economy work I did are in the shipped build.

View on Steam →
The Core — Earth in district view, resource ledger along the bottom
Shipped Web · Space civilisation strategy

The Core

My role
Game Designer (UX & Systems)

The widest brief I have held — the player’s route through the game, the places they travel to, and the economy underneath both.

What I owned
Player journey, end to end
Planet & station design
Resource economy
Earth districts
Mini-games
The design problem

A player arrives at a planetary map with eleven resources, districts, stations and a wallet, and has to understand what to do first. The journey had to make a systems-heavy game legible in its opening minutes.

Live

Playable in the browser — Earth, Moon and Mars stations, districts and the resource loop.

Open the game →

In development

01 prototype
FIGHT ON! — first-person view over the tower rail
In development UE5 · Solo · Wave survival

FIGHT ON!

First-person wave survival on a single tower. A melee token decides which enemies may commit, so a crowd stays relentless without ever ganging up unfairly — and every attack announces itself in colour before it lands.

Enemy AI & FSM Combat readability Arena design
Read the case study →

The other track is level design at scale.

Five shipped mobile titles, and hundreds of levels tuned against real player behaviour.

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