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Anas Yousafzai

Anas Yousafzai

Game Designer | Level Designer | 3D Modeler

Talent
IslamabadMember since July 10, 2026
Difficulty BalancingProgression SystemsF2P MonetizationGame LoopsPlayer StatsPlayer Psychology & User FlowUV UnwrappingTexturingTopology StandardsPolygon BudgetsUnityUnreal EngineBlenderMobile UI/UX Design Awareness
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Difficulty BalancingProgression SystemsF2P MonetizationGame LoopsPlayer Stats

About

Game and Level Designer with 2+ years of experience designing engaging gameplay levels, game mechanics, and progression systems for mobile and indie titles. Co-Founder of Chot Mota Studios, proficient in Unity and Unreal Engine with a strong grasp of player psychology, user flow, and difficulty balancing. Experienced authoring Game Design Documents (GDDs) and technical specifications, running playtesting sessions, and using player data and game metrics/KPIs to iterate on designs.

Comfortable partnering with product, analytics, art, and engineering teams in fast-paced, small-team environments; brings working knowledge of F2P monetization, game loops, and in-game economy balancing to every project.

Experience

Co-Founder & Lead Level Designer at Chot Mota Studios (2025-11 – Present)

  • Designed compelling game mechanics and gameplay levels for The Last Rickshaw, architecting the grey box, defining level layout and enemy placement, and shaping player flow and user flow around narrative beats to keep players engaged.
  • Authored Game Design Documents (GDDs) and technical specifications to align art, scripting, and cinematics teams around clear spatial intent and design goals.
  • Balanced difficulty, pacing, and progression systems across level iterations, mining live player data and game metrics/KPIs to identify friction points and rapidly prototype targeted fixes that improved player satisfaction.
  • Led playtesting sessions and translated insights into actionable design improvements, partnering closely with a small indie team across engineering and art disciplines.

Game Level Design Intern at GENESIS Studios (2025-06 – 2025-08)

  • Engineered and stress-tested game balance systems, tuning player stats, in-game economy structures, and progression/reward systems to drive measurable improvements in player engagement, satisfaction, and retention supporting F2P monetization and game loop design.
  • Analyzed live player data and game metrics/KPIs to expose design friction; validated solutions through fast-cycle prototyping alongside senior designers using Unity across multiple simultaneous commercial mobile projects.
  • Researched competitor mobile games to identify design opportunities and applied findings to feature and level design decisions with an analytical, data-informed mindset.

3D Modeling & Asset Creation Intern at ICE Animation (2024-06 – 2024-09)

  • Crafted production-ready, game-ready 3D assets modeling, UV unwrapping, and texturing to exact topology standards and polygon budgets for real-time, mobile-optimized environment pipelines.
  • Mastered advanced Blender asset workflows through intensive hands-on training, cutting turnaround time on complex models while consistently delivering ahead of deadlines.

Graphic & Motion Art Intern at Tech Valley (2023-06 – 2023-08)

  • Produced polished client-facing mockups and motion graphics, building visual communication and mobile UI/UX design awareness that now underpins clear, persuasive level layouts and design documentation.
  • Championed a constructive critique culture, delivering actionable feedback in team reviews that accelerated creative output across every project.
  • Produced and integrated game-ready 3D assets in Blender using low-poly modeling and mobile-optimization techniques within strict polygon budgets, ensuring cross-team handoff readiness.

Education

Bachelor of Design in Game Design – Pak-Austria Fach Hochschule

Skills

Game DesignerLevel Designer3D Modeler

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