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.





