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Five games, from a minimalist platformer to a team detective game. Each one starts from a mechanic I invented, and I built the levels and the 3D myself. I’m looking for a junior level designer or environment artist role in a game studio.

About me

I’m in my fourth year of Game Design and Virtual Reality at HSE Art and Design School, graduating in 2027. Every game I make starts from one rule I haven’t seen before, and I build the levels and the 3D myself.
Looking for: an internship or part-time role in a game studio, alongside my studies. Based in Moscow.
Games: Mini-On, Daft and Anataka on itch.io. Mini-On is now my diploma.
Team work: 3D modeller on Hidden Front, a team of 5+.
Languages: English, French, Arabic, Russian.

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Original size 1920x1080
big
Original size 1920x1080

Role: Game & level design, 3D · Team: Solo · Year: 2023, 2nd year · Tools: UE5, Blender, After Effects
Goal. A platformer that’s hard but fair: you fail twenty times and still press restart.
Idea. A fast character skims through several traps in a single jump, so every jump is a commitment.
How I built it. Minimal white, cream and black levels in Unreal Engine 5, so every trap reads at a glance. Only a few keys: A, D, Alt and Space.
Result. First level released on itch.io with a trailer. I kept developing it, and Mini-On is now my diploma project.

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1/5
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Role: Game & level design, 3D · Team: Solo · Year: 2023 · Tools: UE5, After Effects
Goal. Let the player build the music instead of following it.
Idea. Melody shapes along the level. Each one you collect adds an instrument to the song.
How I built it. A road of piano keys through stacks of old TVs in Unreal Engine 5. A Blueprint layers the track: drums first, then percussion, then guitar.
Result. One playable level on «Papa Was a Rollin' Stone». By the finish the full song is playing. Released on itch.io with a trailer.

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1/4
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Role: Concept, game design, 2D art · Team: Solo · Year: 2022 · Status: Concept
Goal. Give one ability several jobs in the same level.
Idea. Fire turns volcanic balls into popcorn: the pop launches the thief higher, kills enemies and opens paths.
How I built it. Hero, enemies, mechanic boards and a level plan, drawn in Illustrator. Fire recharges, so the player chooses what to burn.
Result. A complete game concept, designed on paper. Not built yet.

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1/3
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Role: Game & level design, animation · Team: Solo · Year: 2024, 3 months · Tools: Unreal Engine
Goal. Tell a story inside a playable level, not only before it.
Idea. Kuro cages Rokho’s dragon, and the samurai has to fight and solve puzzles to set it free.
How I built it. A black, white and red silhouette style, an animated intro, and a level built around the hanging cage.
Result. The first level is released on itch.io with a trailer.

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1/5
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Clay renders of my models, without the team’s textures.

Role: 3D modeller · Team: 5+ people · Years: 2025–2026 · Tools: Blender
Goal. A first-person detective game with a time loop: find who killed the Supreme Marshal before war begins. The team needed the headquarters.
My part. The 3D models of four locations: the hub and three offices, with their furniture and props.
How I built it. Plan the space, model it in Blender, send it to the team, rework it on their comments. Textures and lighting were done by teammates.
Result. All four locations went into the game in Unreal Engine 5, shown at three HSE reviews, first as Pantheon, then as Hidden Front.

Original size 1920x1080

Clay renders of my models, without the team’s textures.

Original size 1920x1080

Email: mohamedbose@gmail.com

Mohamed Bousnina: Game Design Portfolio
Project created at 26.10.2026