Let's build something awesome together!
Hassan Fathololoomi
Level Designer
Tehran, Iran | Available for Remote | +98 937 324 3802 | hassanfath76@yahoo.com
linkedin.com/in/hassanfath
PROFESSIONAL SUMMARY
Level Designer who unifies gameplay, narrative, and art into cohesive player experiences. Shipped a solo psychological horror title end-to-end (design, level design, 3D art, programming) and led a 2-person team to deliver a co-op FPS level on a fixed 2-week deadline. Comfortable owning a level from blockout through playtesting and iterative refinement.
EDUCATION
Bachelor’s Degree in Industrial Design
Azad University, Faculty of Art | 2017 — 2022
SKILLS
Design: Level Design, Game Design, Encounter & Pacing Design, Level Blockout, Mission Design, Level Progression, Playtesting & Iteration
Technical: Unity 6, C# Scripting (Intermediate), 3D Modeling, 3D Character Animation, Blender, Photoshop
Production: Game/Level Design Documentation (GDD/LDD), Jira, Azure DevOps, Performance & Memory Optimization
PROJECTS
Level Designer / Modder — Multiple Titles (Ongoing)
18+ Custom Maps Across Numerous Games
- Designed and built original Single-Player, Co-op, and PvP levels using in-game editors across Arma 3, DUSK, Half-Life, Sven Co-op, Meet Your Maker, and Blockstorm.
Solo Developer — Without Fault (2025 — 2026)
Single-Player Psychological Horror Game — available on Itch.io
- Owned end-to-end development — Game Design, Level Design, 3D Modeling, Animation, and C# programming — as sole developer on a shipped, publicly released title.
- Authored and maintained a Game Design Document to guide development, tracking tasks and bugs in Jira and Azure DevOps.
- Profiled and optimized the project to maintain stable performance throughout playthrough.
- Boosted solo-development production speed by nearly 40% by adopting public game-ready assets, collaborating with a 3D artist, and using AI tools to accelerate workflow research and programming.
Game Designer & Director — Hostile Takeover (2024)
Single-Player FPS Campaign
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Joined a team of 7 developers mid-production to solve critical production issues and push the project out of development hell.
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Wrote a Game Design Document to pin down design pillars and macro details, creating a clear roadmap for the team.
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Led cross-disciplinary communication across Writers, Level Designers, Artists, and Production to align efforts toward a cohesive player experience.
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Fostered a collaborative environment where team members were encouraged to contribute ideas and creative input.
Level Designer & Project Lead — Lab Break (2023)
Co-op First-Person Shooter Level
- Directed a 2-person team’s production workflow, iterating two times mid-development to hit a fixed 2-week deadline.
- Shipped the level on schedule to positive player feedback with ~30 minutes of gameplay.
Level Designer & 2D Artist — Cubie (2018)
Single-Player 2D Puzzle Platformer for Mobile
- Iterated on level flow, pacing, and progression, increasing average session length by around 37% ahead of the game’s mobile launch.
- Defined and evolved a minimal art style scoped to a small team size while preserving visual consistency across levels.
LANGUAGES
English: Fluent
Farsi: Native