TASIF HOSSAIN EMON
Game Developer & Level Designer_
Architecting robust systems, specialized toolkits, and expansive procedural worlds for next-generation interactive experiences.
Who I Am

Tasif Hossain Emon
- 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.
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#.
Technical Domains
Level Design & Procedural
Systems & Mechanics
Engine & Core Tech
Design & UI/UX
Selected Work

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

CompletedProject RAWWAR
A combat system driven entirely by real-time typing accuracy and APM mechanics.
CompletedThird Person Controller
A robust kinematics and state-driven character controller built from scratch.
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CompletedProcedural Forest Biomes
Algorithmic foliage scattering and terrain texturing using multi-layered noise functions.
CompletedDrawnscape
A 2D puzzle-platformer built around a custom real-time line-drawing physics mechanic.
In ProgressProject Crack Platoon
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.
Protocol Zero
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.
Realtime Traffic System
A real-time vehicle traffic simulation built as a university systems project, with AI-driven pathfinding and intersection logic.
Stormfly Ascent
A mobile endless runner starring a storm-battered bird you steer through the sky, one wingbeat at a time.
Greybox: Vertical Slice
A level design practice pass — blockout, pacing, and encounter placement for a single vertical-slice environment.
VFX & Particle Study
A series of shader and particle-system studies — fire, magic, and impact effects built to sharpen real-time VFX skills.
Communications
Have a project in mind or an opportunity to discuss? Send a transmission — I typically respond within a day or two.