PS1-style found footage horror / Unreal Engine 5
• All level designs based on historical research and architectural studies
 • Immersive first-person story and dialogue relayed through interactive game world
 • Distinctive PS1-era visuals and sound design to enhance horror
Solo-developed indie game / All roles
Multiplayer arena brawler / Unreal Engine 5
• Designed all gameplay mechanics within documentation
 • Blocked out an arena level design with multiplayer focus
 • Scripted environmental hazards and world events
 • Created all front-end menus and HUD design
Team of 10 / Level Design, Gameplay Design
Action-adventure RPG / Unreal Engine 5
• Scripted narrative dialogue system and wrote all dialogue in Twine
 • Blocked out main village level design and designed game world, NPCs
 • Crafted all cinematics using Unreal's sequencer tool
 • Project Lead and Design Lead
Team of 20 / level design, narrative design
FPS / Unreal Engine 5
• Designed mission flow and pacing
 • Blocked out level and scripted gameplay events
 • Designed and scripted enemy encounters
 • Narrative design and cinematic design
Solo project / Level design, Mission design
Soulslike Action-rpg / Unreal Engine 5
• Planned, built and iterated on an interesting and visually compelling environment through analysis and research; from paper designs through to a final polished level
 • Designed the level with enemy placement and strong encounter design at heart
 • Utilised a good visual eye for scene setting, sight lines, vistas and areas of interest
INFINITY27 / Level designer

2.5D Platformer / Unreal Engine 5
• Performed second pass iteration of game Hub world; improving and iterating on existing layout and suggesting improvements for flow, pacing and metrics
 • Blocked out sprawling level design made up of uniquely themed sections, ensuring cohesion
 • Designed optimal level flow through use of golden pathways and element composition
 • Collaborated with design leads and env. art to handle scope and act on level feedback
Chokepoint Creative / Game designer
Hey there! Thanks for checking out my portfolio.
Who am I?
My name is Roya (she/her) and I'm a northern English-Persian game developer from Sunderland, England. I specialise in the design discipline, with a focus on the level/quest/narrative roles.
What are my skills?
I am proficient in multiple game engines, most notably Unreal Engine and Unity, with additional experience in Twine and Godot. I'm also proficient in 3D software like Blender and Autodesk Maya for my level design needs, along with Adobe Design Programs.
 I pride myself in my public speaking and ideas communication skills, as well as being an active iterative designer who responds well and fast to feedback.
What are my qualifications?
After 5 years of experience in games education, I'm now proud to hold a National Extended Diploma in Games, Animation and VFX, and a Bachelor of Arts degree in Games Design with First Class Honours from Teesside University.
Where am I at now?
After completing a six month internship as a Game Designer at Chokepoint Creative, I'm now on the lookout for a full time job in industry.
If you like what you've read and wish to keep me on file, click the button below to download a copy of my CV! Alternatively, feel free to direct any offers or questions to: [email protected]

PS1-style found footage horror game
Level design / Quest design / Narrative design
Project stats —
• Created solo during my final semester of University
 • Developed in Unreal Engine 5.4
 • Single player, first person
 • Around 10-15 minutes of gameplay
 • Graded a First by my tutors, 86.57%
Stating my initial intentions —
• Breaking down how to achieve optimal game flow through strong quest design
 • A level design that encourages exploration and is grounded in real-world inspiration and architecture
 • A narrative that generates intrigue and feels organic through real historical research and visual storytelling
Quest beat breakdown

1. Harlan turns on the camcorder and begins his journey into the abbey grounds
 2. He discovers a newspaper in the car park detailing the closure of Cairnholm Abbey and its missing persons cases
 3. He moves on to the graveyard and reads the story of Alisander of Cairnholm
 4. Now Harlan is entering the Abbey proper, beginning deeper exploration
 5. Upon entering the cloister, he is greeted by the first bloody message on the wall
 6. Harlan learns the history of the Abbey monks and their shared hysteria
 7. He finds the key to the archives next to a second bloody message
 8. In the archives, he learns he needs to place 3 special items around the cloister statue
 9. He also finds the key to the locked warehouse in the car park
 10. Harlan exits and backtracks to the warehouse to find the silver
 11. Upon exiting the warehouse, he is confronted by the vampire Alisander
 12. He runs quickly to the forest to find a wooden stake
 13. When Harlan arrives at the statue, Alisander is waiting for him - the video stops
Level design
Narrative techniques and mechanics
Art and in-engine visuals
Multiplayer arena brawler
Level design / Gameplay design / UI design
Project stats —
• Created in a team of 10 during final year of University
 • Developed in Unreal Engine 5.4
 • Functioning online and local 2-4 player gameplay
 • 5 minutes of gameplay per arena
 • Graded a First by my tutors, 88%
Stating my initial intentions —
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2.5D platformer by Chokepoint Creative
Level design
Project stats —
• Currently under NDA
