Hello

I'm Mesbah Ur Rahman, a Technical Designer specializing in gameplay systems and mechanics implementation.

Mesbah Ur Rahman profile picture

BACKGROUND

I'm presently pursuing my Master's in Expanded Media at Darmstadt University of Applied Sciences. Prior to this, I received my Bachelor's degree in Computer Science and Engineering from Khulna University, and worked for four years on Upwork, as a Freelance Game Developer (Specialization : Gameplay Systems & Mechanics Implementation). In the past, my dedication and consistent high client satisfaction helped me earn the prestigious Top Rated Plus badge on the platform.

As a Technical Designer, I enjoy bridging the lines between creativity and technology to create immersive and engaging experiences for the players. Apart from that Virtual Reality, Augmented Reality, and Mixed Reality development also deeply fascinates me, as they open a new horizon in front of us to explore.

EDUCATION & EXPERIENCE

EDUCATION


    (01/01/2016 - 03/10/2022)
    B.Sc. Computer Science and Engineering - Khulna University

EXPERIENCE

    (01/07/2020 - 1/10/2024)
    Freelance Game Developer, Upwork
    Specialization : Gameplay Systems & Mechanics Implementation
    • Top-Rated Plus badge holder during the working period for extensive quality and competence.
    • Maintained 100% job success score for 4+ years.
    • Collaborated extensively with clients from all over the world.
    • Collaborated closely with functional teams of 10 people or more on multiple long-term projects.

SKILLS

Languages

  • C
  • C++
  • C#
  • Blueprint Visual Scripting

Engine/Framework/API

  • Unity 3D
  • Unreal Engine
  • Raylib

Tools & Technologies

  • Blender 3D
  • Krita
  • ZBrush
  • Adobe Substance Painter
  • Adobe Substance Designer
  • Marmoset Toolbag
  • Visual Studio
  • Source Control (Git)
  • Project Management (Jira, Trello)

GAME DESIGN & PROGRAMMING

Preview image for the Vaporwave Skateboarding game

Vaporwave Skateboarding

"Vaporwave Skateboarding" is a vaporwave-inspired endless runner game, commissioned by Star Computer Labs.

  • Role: Core Programmer & Technical Designer

  • Main Contributions:
    • Designed interconnected gameplay systems including season pass progression, persistent store economy, and character customization
    • Developed cloud save architecture supporting data synchronization in both platforms (Google Play Games, Apple Game Center)
    • Built systems using C++ and Blueprint visual scripting with emphasis on maintainability and rapid iteration
    • Implemented reactive audio that dynamically responded to background tracks with support for massive scaling
    • Collaborated with 10+ team members across art, design, and QA departments

  • Tools & Technologies: C++, Blueprint Visual Scripting, Unreal Engine, Visual Studio, Blender 3D, Krita, Substance Painter
Preview image for the Range VR shooter prototype

Range

"Range" is a Virtual Reality shooter prototype developed independently. I managed all aspects of the project except for the gun assets, which were sourced from the Unreal Marketplace and extensively modified for VR use.

  • Role: Designer & Developer

  • Main Contributions:
    • Designed core FPS mechanics for VR including weapon handling, reloading, and shooting systems
    • Built flexible weapon framework using Blueprint visual scripting for easy iteration on weapon classes and types
    • Created timer-based practice range with personal high score tracking and hittable targets of various types
    • Managed full development cycle from initial prototyping through final VR optimization

  • Tools & Technologies: Blueprint Visual Scripting, Unreal Engine, Blender 3D, Krita
Preview image for the Survive & Fry game

Survive & Fry

"Survive & Fry" is a cooking game developed for GitHub's Game Off 2023. I served as the Game Designer and Gameplay Programmer. The game draws inspiration from Overcooked, but with a unique twist — players cook meals to cure zombies instead of escaping from them. The full source code is available here.

  • Role: Game Designer & Gameplay Programmer

  • Main Contributions:
    • Designed time-pressure gameplay loop where players cure zombies by assembling multi-stage sandwiches (Chopping -> Filling -> Putting Antidote -> Scaling Food)
    • Implemented recipe system in C++ with randomized objectives per zombie and timer-based progression
    • Built sequential preparation stages, zombie cure count, and remaining time with real-time UI feedback
    • Rapidly prototyped and balanced gameplay under game jam constraints through iterative playtesting
    • Optimized performance for smooth gameplay across different hardware

  • Tools & Technologies: C++, Unreal Engine, Visual Studio
Preview image for the Ascend VR traversal prototype

Ascend

"Ascend" began as a VR traversal prototype and evolved into a complete stealth-action game for my Master's thesis. The full game features one blockout level combining traversal mechanics with stealth-based AI encounters, supporting both VR and non-VR platforms. The thesis documentation and complete source code will be released as open-source upon completion.

  • Role: Designer & Developer

  • Main Contributions:
    • Architected flexible locomotion system supporting traversal mechanics across VR and non-VR platforms
    • Designed and built complete blockout level with structured gameplay combining traversal and stealth mechanics
    • Implemented stealth-based AI system with detection, patrol, investigation, and alert states responding to player movement and positioning
    • Designed narrative and dialogues, leveraged Gen.AI to generate voice-overs and SFX, implemented checkpoint system, and sonar scan
    • Optimized and in-depth commented codebase for easy understanding for future release as open-source project

  • Tools & Technologies: Blueprint Visual Scripting, Unreal Engine, Blender 3D, Krita

3D ENVIRONMENT & ART PIPELINE

Preview image for the Defamed Detective 3D environment

Defamed Detective

"Defamed Detective" is a game-ready 3D environment created to refine skills in 3D modeling and texturing for indoor scenes. Based on concept art by Leo Aveiro, the project emphasizes a balance between high visual fidelity and real-time performance optimization.

  • Role: Environment Artist

  • Main Contributions:
    • Modeled and textured complete indoor detective office environment from concept art in Blender and Substance Suite
    • Created all assets from scratch including modular architecture, furniture, decorative props
    • Implemented scene in Unreal Engine with proper lightmap UVs, collision meshes, and LOD optimization for real-time performance
    • Demonstrates technical art pipeline knowledge valuable for collaborating with Art team

  • Tools & Technologies: Blender 3D, ZBrush, Krita, Substance Painter, Substance Designer, Marmoset Toolbag, and Unreal Engine
Preview image for the Mysterious Church 3D environment

Mysterious Church

"Mysterious Church" is a game-ready 3D environment created to explore outdoor scenes and enhance my skills with SpeedTree. The project focused on achieving visually appealing results while optimizing for real-time performance.

  • Role: Environment Artist

  • Main Contributions:
    • Designed and built complete outdoor church environment from scratch including architecture and atmospheric lighting
    • Created custom vegetation and foliage using SpeedTree to achieve organic overgrown aesthetic with proper LODs
    • Developed master material for procedural placement of grass and small foliage across the landscape
    • Optimized for real-time rendering through draw call reduction, texture atlasing, and LOD implementation
    • Demonstrates technical art pipeline knowledge valuable for collaborating with Art team

  • Tools & Technologies: Blender 3D, Krita, Substance Painter, Marmoset Toolbag, Speedtree, and Unreal Engine