STATUS: ONLINE

TASIF HOSSAIN EMON

Game Developer & Level Designer_

Architecting robust systems, specialized toolkits, and expansive procedural worlds for next-generation interactive experiences.

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Identification

Who I Am

Tasif Hossain Emon

Tasif Hossain Emon

Game Developer & Level Designer
  • Experience5+ Years
  • LocationDhaka, BD
  • StatusAvailable

A passionate Unity game developer and game designer with 5+ years of experience creating immersive gaming experiences, specializing in bringing innovative concepts to life through clean code and captivating level design.

I have robust experience creating games both in a team and individually, delivering on project requirements across a range of technology stacks. I stay poised and committed to listening carefully to critiques and requests, incorporating feedback to boost project outcomes beyond expectations. Beyond game development, I'm a competitive programmer, and I'm deeply invested in creating educational gaming experiences and exploring procedural content generation.

Career

Service History

Co-founder & Lead Level Designer

GRANDFLEETJanuary 2020 - Present
  • Established and executed company vision and strategic direction as co-founder.
  • Oversee the design and implementation of game levels, mentoring the level design team.
  • Lead development of new level concepts and prototypes.
  • Cultivate partnerships and maintain stakeholder relationships.

Lead Game Designer

Ghost InteractiveJuly 2024 - Present
  • Develop game concepts and vision, creating and maintaining design documents.
  • Balance and tune game mechanics across the project.
  • Coordinate internal and external teams to manage timelines and deliverables.
  • Drive innovation in game design processes.

Game Designer

RiseUp LabsSeptember 2023 - June 2024
  • Contributed to level design and game balancing across active production titles.
  • Collaborated with the design team to refine mechanics based on playtesting feedback.
  • Supported cross-department coordination on level implementation.

Lead Level Designer

Nightfall InteractiveMarch 2023 - February 2024
  • Oversaw design and implementation of game levels, mentoring the level design team.
  • Set and enforced level design standards and practices.
  • Analyzed playtesting feedback to refine levels and optimize workflows.
  • Coordinated with other departments to integrate level components.

Level Designer

Utopia (France)September 2021 - March 2022
  • Designed, created, and balanced interactive game levels using Unity's Terrain Editor.
  • Collaborated with art and design teams to align level design with aesthetic and gameplay goals.
  • Implemented NPC behaviors and AI pathfinding to enhance gameplay dynamics.
  • Programmed core gameplay mechanics and interactive elements in C#.
Capabilities

Technical Domains

Level Design & Procedural

Wave Function CollapseCompute Shader DensityMultithreaded ChunkingWorld BuildingEncounter Design

Systems & Mechanics

Kinematic ControllersState Machines (FSM)Custom Input BuffersCombat FrameworksPhysics & Rigidbody2D

Engine & Core Tech

Unity (C#)Unreal Engine 5 (BP/C++)Editor ToolingMemory ProfilingVersion Control (Git)

Design & UI/UX

UI ImplementationShader GraphVFX GraphFigma PrototypingAdobe Suite
Archives

Selected Work

Procedural World GenerationProcedural World Generation gameplay previewCompleted

Procedural World Generation

3D / Procedural

Infinite terrain generation with multithreaded chunk streaming and compute-shader density calculation.

UnityC#Compute ShadersProcedural Generation
Project RAWWARProject RAWWAR gameplay previewCompleted

Project RAWWAR

2D / Mechanics

A combat system driven entirely by real-time typing accuracy and APM mechanics.

UnityC#UI/UXInput Systems
Third Person ControllerCompleted

Third Person Controller

3D / Mechanics / Systems

A robust kinematics and state-driven character controller built from scratch.

UnityC#Animation RiggingKinematics
Procedural Forest BiomesProcedural Forest Biomes gameplay previewCompleted

Procedural Forest Biomes

3D / Procedural

Algorithmic foliage scattering and terrain texturing using multi-layered noise functions.

UnityC#Poisson Disk SamplingShaders
DrawnscapeCompleted

Drawnscape

2D / Mechanics / Tools

A 2D puzzle-platformer built around a custom real-time line-drawing physics mechanic.

UnityC#Physics2DMesh Generation
Project Crack PlatoonIn Progress

Project Crack Platoon

3D / Mechanics / Systems

A hardcore, stealth-based tactical shooter — a spiritual successor to Project IGI — where Tier 1 operators infiltrate hostile territory through strategic Co-Op and PvP missions.

UnityC#AI SystemsMultiplayer Networking
Media Archive Pending
In Progress

Protocol Zero

3D / Mechanics / Systems

A hardcore, realism-driven survival game set in a post-apocalyptic Europe after a global nuclear catastrophe, where every decision between violence and mercy shapes your fate.

UnityC#Systems Design
Media Archive Pending
Completed

Realtime Traffic System

3D / Procedural / Systems

A real-time vehicle traffic simulation built as a university systems project, with AI-driven pathfinding and intersection logic.

UnityC#AI Pathfinding
Media Archive Pending
Completed

Stormfly Ascent

2D / Mobile / Mechanics

A mobile endless runner starring a storm-battered bird you steer through the sky, one wingbeat at a time.

UnityC#Mobile
Media Archive Pending
Completed

Greybox: Vertical Slice

3D / Level Design / Tools

A level design practice pass — blockout, pacing, and encounter placement for a single vertical-slice environment.

UnityLevel DesignLighting
Media Archive Pending
Completed

VFX & Particle Study

VFX / Procedural / Tools

A series of shader and particle-system studies — fire, magic, and impact effects built to sharpen real-time VFX skills.

UnityShader GraphVFX Graph
Get In Touch

Communications

Have a project in mind or an opportunity to discuss? Send a transmission — I typically respond within a day or two.