systems, progression loops, economies, balancing, and level design across Unreal Engine 5, browser games, and indie production environments. My background combines design thinking with technical execution, which allows me to move beyond ideas and help turn them into playable, testable, and well-structured game experiences. I specialize in core loop design, progression and meta systems, roguelite structures, combat balancing, puzzle design, and gameplay iteration. I have worked on projects ranging from 2D action roguelites and precision platformers to puzzle escape games, tower defense, and browser-based gameplay experiences. I also have studio experience collaborating in remote team environments, contributing to level design, gameplay spaces, environmental readability, pacing, and player flow. What differentiates me from other designers is that I do not approach design as isolated documentation only. I work with a technical designer mindset, connecting design intent with implementation realities inside the engine. That means I can help shape systems, tune numbers, prototype ideas, test player experience, and iterate until the design feels both functional and engaging.

Ahmed Mostafa

systems, progression loops, economies, balancing, and level design across Unreal Engine 5, browser games, and indie production environments. My background combines design thinking with technical execution, which allows me to move beyond ideas and help turn them into playable, testable, and well-structured game experiences. I specialize in core loop design, progression and meta systems, roguelite structures, combat balancing, puzzle design, and gameplay iteration. I have worked on projects ranging from 2D action roguelites and precision platformers to puzzle escape games, tower defense, and browser-based gameplay experiences. I also have studio experience collaborating in remote team environments, contributing to level design, gameplay spaces, environmental readability, pacing, and player flow. What differentiates me from other designers is that I do not approach design as isolated documentation only. I work with a technical designer mindset, connecting design intent with implementation realities inside the engine. That means I can help shape systems, tune numbers, prototype ideas, test player experience, and iterate until the design feels both functional and engaging.

Available to hire

systems, progression loops, economies, balancing, and level design across Unreal Engine 5, browser games, and indie production environments. My background combines design thinking with technical execution, which allows me to move beyond ideas and help turn them into playable, testable, and well-structured game experiences.

I specialize in core loop design, progression and meta systems, roguelite structures, combat balancing, puzzle design, and gameplay iteration. I have worked on projects ranging from 2D action roguelites and precision platformers to puzzle escape games, tower defense, and browser-based gameplay experiences. I also have studio experience collaborating in remote team environments, contributing to level design, gameplay spaces, environmental readability, pacing, and player flow.

What differentiates me from other designers is that I do not approach design as isolated documentation only. I work with a technical designer mindset, connecting design intent with implementation realities inside the engine. That means I can help shape systems, tune numbers, prototype ideas, test player experience, and iterate until the design feels both functional and engaging.

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Experience Level

Expert

Language

English
Advanced

Work Experience

Video Editor (Contract) at Kwai for Business
May 1, 2021 - Present
Managed 50+ video editors and supported 100+ accounts through a consistent production pipeline. Delivered performance at scale (300M+ views) through quality control and workflow optimization.
Game Designer at Neith Owl Games
February 1, 2020 - Present
Designed and developed game play spaces and environments in Unreal Engine, focusing on player flow, spatial readability, and moment-to-moment gameplay experience.
Game Designer / Systems Designer / Level Designer / Technical Designer at Neith Owl Games
February 1, 2020 - Present
Contributed across three core areas of development: Level Design, Systems Design, and Technical Design. Built greybox level layouts to test player flow, spatial readability, encounter pacing, and combat navigation. Balanced gameplay values tied to combat and progression (weapon damage, enemy damage, armor, health, and general gameplay numbers). Tuned enemy placement and pacing across designed spaces to support the intended rhythm. Coordinated collaborative design work within a team-based production environment.
Video Editor at Kwai for Business
May 1, 2021 - Present
Contract/vendor role (Remote, Cairo). Managed 50+ video editors and supported 100+ accounts through a consistent content production pipeline. Delivered performance at scale (300M+ views across MEN A) through quality control and workflow optimization.

Education

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Qualifications

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Industry Experience

Gaming, Media & Entertainment, Software & Internet, Professional Services

Experience Level

Expert

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