Majid believes to be a T as a member of an indie team. Study about game development, analyzing games, learning new things and generating ideas are his daily activities.
What Majid does
Some of Majid's best works
"Thunderbolt" is a top-down arcade style shmup game, developed for android platforms and has reached over 130K users at its peak. It contains levels based on Iran's Airforce missions during 8 years of war between Iran and Iraq. You control a fighter which can be upgraded in 8 categories by in-game currencies you gain during levels.
As a designer of the team, I was responsible for many things, from writing feature list to final polishing and updating the game. Modifying hit box of player and enemies, designing levels, adjusting player stats and upgardes alongside purchase prices were just part of my responsibilities.
You play as a fighter's pilot with the mission to neutralize the terrorists threat. In this 2D puzzle physics based mobile game, you’re given a set of diverse missiles in each 62 levels to accomplish your goal. The player gains 3 stars by using less missiles and causing more destruction. The game reached over 100K users.
I was mainly level designer at this project. My job was designing new levels from scratch to end polishing. I designed levels at paper and implement them on engine. Also, I helped at setting foreground art of some levels.
Red Gun is a rail shooter side scrolling game for Android and iOS. Inspired by Adult Swim's Game "Major Mayhem".
Amin had the main concept, I fixed it’s design. I designed power-ups, combo and score system, enemies’ behavior, boss fight and levels. The project is paused now but i wanted to use somehow dynamic difficulty adjustment and new level scenarios whenever we resume it.
Client: Black Cube Games
The Great Raid
The Great Raid
While Parvaneh was in publish phase at Bearded Bird, the studio divide a group of team members to two smaller teams responsible for making mobile games around the story and world of the main game. The Great Raid is a tower defense game largely inspired by Kingdom Rush which we developed in approximately 3 months. \
I designed all the levels, enemy waves, towers and other rules of the game. My very important lessons from it are ALWAYS use art as tiles and you need a lot of variation whether in your enemies or towers!