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Ahsin Memon
Ahsin Memon
3D Game Designer & Level Designer
Karachi, Pakistan

Summary

I’m a Game Designer and Level Designer focused on building engaging, replayable gameplay spaces and memorable player experiences. I specialize in greyboxing, environment flow, encounter design, and turning ideas into playable, polished layouts.

I’ve worked on a wide range of projects—from FPS parkour and puzzle platformers to horror, narrative, and exploration titles—always aiming for clear readability, strong pacing, and smooth player navigation. Whether it’s a tight combat arena or a full adventure level, I design with intention, rhythm, and player psychology in mind.

I also bring years of experience working in Unity, Unreal Engine, and Blender, giving me the ability to prototype fast, iterate often, and build levels from concept to final pass.

I love crafting spaces that feel alive, guide players naturally, and offer something new on every run. Open to collaborations, freelance work, and interesting ideas.

Skills

Game DesignGame DevelopmentApp DevelopmentProgrammingApp DesignReact Native

Software proficiency

Unity
Unity
Unreal Engine
Unreal Engine
Blender
Blender
Photoshop
Photoshop
CRYENGINE
CRYENGINE

Productions

    • Video Game
      Little Big Backrooms
    • Year
      2025
    • Role
      Lead Game Designer & Developer
    • Company
      Onihood Games

Experience

  • Senior Level Designer & Game Designer at Irsik Software
    January 2023 - September 2025

    • Designed modular levels and refined performance in Unity using C#, visual scripting, and lightmap optimization.

    • Led QA testing for visual accuracy, gameplay clarity, and memory usage.

    • Contributed to shader and tool development to streamline designer workflows.

  • Lead Technical Game Developer at PocketQuant
    March 2025 - September 2025

    • Engineered a Unity mobile application with a dynamic real-time day/night cycle based on user time zones.

    • Integrated REST APIs and developed a custom dialogue system to enhance interactivity and narrative flow.

    • Debugged performance bottlenecks and implemented render pipeline modifications for optimized visuals.

  • Lead Game Designer & Developer at Onihood Games
    December 2024 - November 2025

    • Directed the full development of Little Big Backrooms, a high-fidelity horror-adventure game with atmospheric storytelling.

    • Created shaders, lighting, custom tools, and immersive level designs from scratch for a seamless 7-level experience.

    • Enhanced in-game systems for exploration, narrative pacing, and visual storytelling.