Game Designer

Hi, I’m Murtaza (MK) Kanorwala, a Technical Game Designer / Gameplay Designer with a strong hands-on background in Unity. I specialize in designing gameplay systems, core mechanics, and player interactions, and rapidly turning ideas into playable prototypes.

My work focuses on how games feel: responsiveness, clarity, feedback, pacing, and balance. I iterate directly inside the engine—building mechanics, tuning values, playtesting, identifying friction, and refining systems until they feel intuitive and engaging.

Because I implement my own designs, I’m able to prototype quickly, experiment freely, and iterate without handoff friction between design and engineering.


What I Design

  • Core gameplay loops and progression systems
  • Player mechanics, controls, and moment-to-moment feel
  • Systems balancing (difficulty, risk–reward, randomness vs fairness)
  • UI/UX flows that support clarity and player decision-making
  • Procedural and replayable gameplay structures

How I Work

I follow a prototype → test → observe → iterate workflow. I prioritize getting something playable early, then refine it through testing and tuning rather than over-designing on paper.

My background in QA (Ubisoft) gives me a strong sensitivity to edge cases, player confusion, and systemic flaws that can break immersion or perceived fairness.


Design Philosophy

  • Feel over features: One strong mechanic beats ten shallow ones
  • Clarity over complexity: Players should understand outcomes intuitively
  • Fairness is perception: Systems must communicate intent clearly
  • Iteration is design: Tuning and testing are core creative acts

What Sets Me Apart

  • Design + Implementation: I design systems and build them myself
  • Rapid Prototyping: Fast iteration inside Unity without blockers
  • System Thinker: Comfortable balancing numbers, rules, and feedback
  • Cross-Genre Experience: Action, rhythm, puzzle, roguelite, experimental
  • Player-Centered: I design around player understanding and feel

Current Focus

I’m seeking opportunities as a Gameplay Designer or Technical Game Designer, where I can contribute to core mechanics, systems design, and early-stage prototyping—especially in teams that value iteration and experimentation.

In short: I don’t just make games work — I make them feel right.

Experience & Education

Freelance

Unity Developer

September 2021 - Present

Working independently on a wide range of Unity3D projects including 2D/3D games, physics-based mechanics, and tool development. Specialize in prototyping gameplay systems, optimizing mobile performance, and integrating assets, shaders, and plugins. Clients include indie studios, entrepreneurs, and game jams.

Outscal

FullStack Game Development

April 2021

Completed an intensive game development bootcamp focusing on Unity, C#, game architecture, and version control. Built and published multiple game prototypes, and participated in peer code reviews, design challenges, and industry-led mentorship sessions.

Ubisoft

Game Tester

July 2019 - July 2020

Worked as a Quality Assurance Tester on AAA titles, conducting functional, regression, and compliance testing. Documented bugs in JIRA and collaborated with designers and developers to reproduce and resolve gameplay issues. Developed a strong understanding of game design, mechanics, and development pipelines.

Various Roles

Tech, Support & Operations

2013 - 2019

Worked across multiple short-term roles in BPO support, sales, event operations, back-office administration, counselling and web design. Also explored cloud infrastructure and technical support. This period helped build strong communication skills, adaptability, and practical experience with clients, tools, and production workflows before transitioning fully into game development.

Thakur College of Science & Commerce

B.Sc. Computer Science

April 2013

Studied foundational topics including data structures, algorithms, object-oriented programming, and database systems. Developed a strong base in software development principles and participated in coding competitions and tech festivals.

Skills


Gameplay & Systems Design

  • Core gameplay loops, mechanics, and player interaction design
  • Physics-based systems, procedural mechanics, and rule-based logic
  • Balancing, tuning, difficulty curves, and risk–reward systems
  • Rapid prototyping and iteration inside Unity

Game Development (Unity)

  • Engines & Frameworks: Unity (C#), VR/AR (Meta Quest 2), Ren’Py
  • Gameplay Tools: Cinemachine, UI Toolkit, Object Pooling
  • Visual Feedback: Particle Systems, basic Shader Graph (learning)
  • Cross-platform deployment (PC, Mobile, WebGL)

Programming & Architecture

  • Core Concepts: OOP, MVC patterns, event-driven systems
  • Gameplay Code: State machines, interfaces, modular systems
  • Performance: Debugging, profiling, and optimization
  • Readable, maintainable code for design iteration

Quality Assurance & Playtesting

  • Gameplay-focused testing for clarity, fairness, and edge cases
  • Developer-mode debugging, AI & physics validation
  • Multiplayer stress testing and regression testing
  • Bug reporting and tracking using JIRA

Version Control & Team Workflow

  • Tools: GitHub Desktop, Plastic SCM, GitKraken
  • Branching strategies, pull/commit/push workflows
  • Agile & Waterfall pipelines, collaboration with designers & programmers

UI/UX & Gameplay Presentation

  • Player readability, feedback clarity, and UI flow
  • HUD layout, interaction prompts, and usability
  • Basic promotional visuals and in-engine presentation

Supporting Technical Knowledge

  • Operating Systems: Windows, Linux, macOS
  • PC assembly/disassembly and hardware troubleshooting
  • Understanding hardware constraints for performance-aware design

Communication & Collaboration

  • Clear communication during playtests and feedback sessions
  • Client-facing experience and requirement interpretation
  • Adaptable, disciplined, and culturally aware team member