Ahmed Fouad


Game Designer
Combat & Level

Projects

Blades Of Babel

Game Designer | Team Leader
Combat Systems & Level Design
Team Size: 3

Combat & Enemy ProgressionIn Blades of Babel, combat was designed around deliberate timing, commitment, and mastery, drawing inspiration from Souls-like and Sekiro-style encounters. Enemy progression was structured to introduce difficulty gradually, starting with isolated opponents that allow the player to learn core mechanics such as positioning, stamina management, and attack timing. As the game progresses, encounters evolve into more complex PvX scenarios, forcing the player to manage multiple threats simultaneously and make moment-to-moment decisions under pressure. Each step in this progression was intentionally paced to teach new combat considerations without overwhelming the player, culminating in a boss encounter that demands near-perfect execution and a full understanding of the combat systems introduced throughout the game.

Level Design & World ReadabilityDespite the game’s small scale, Blades of Babel’s level design focuses on creating a strong sense of exploration and discovery through gradual world reveal. Player navigation relies on environmental storytelling and spatial cues rather than explicit UI guidance. Paths are subtly communicated through level geometry, foliage placement, lighting, and distant points of interest such as enemies or landmarks. Carefully controlled sightlines and environmental framing guide player movement while still leaving room for curiosity, reinforcing the feeling of uncovering a larger, interconnected world within a compact space.

Movement Design & FlowPlayer movement was designed to be fluid and expressive in order to complement exploration and reinforce momentum through the environment. Parkour-style traversal options allow players to move in space in a more interactive manner. And the fluidity supports the level layout by rewarding spatial awareness, especially during the boss fight. Making traversals itself a core part of the gameplay experience rather than a simple means of reaching the next encounter.

Working With the Team
Additionally, I was responsible for managing the team of one Developer and 1 3D Character Modeler. Communicating all of our tasks and direction. And making sure were on schedule (30 Day Period). Successfully meeting our deadline of 30 days to deliver our game for the targeted game jam.

Luna

Game Designer | Team Leader
Level Design
Team Size: 3

Movement & Level DesignLuna’s movement and level design were built as a tightly coupled system, where traversal abilities directly shaped how space was designed and explored. The game begins with a limited movement set, and early levels are structured to reinforce these constraints through simple layouts and clearly readable challenges. As the player progresses, collectible orbs unlock new movement abilities such as double jump, expanding both vertical and horizontal mobility.Level geometry and encounter placement were designed with future movement options in mind, allowing previously inaccessible areas to become reachable once new abilities are acquired. This approach encourages spatial memory and backtracking, rewarding players for understanding the relationship between movement mechanics and level layout. By progressively layering movement options, the game creates a sense of growth while maintaining clarity and flow throughout traversal.

Contact

[email protected][email protected]
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On Discord: mo0zart