01
GAME ENGINES
Building and shipping playable scenes inside production engines.
- UNREAL ENGINE 5
- UNITY
- BLUEPRINTS
- REAL-TIME RENDERING
- PLAYTEST ITERATION
ABOUT / 01
AMIRALI TAVAKOL — GAME DEVELOPER · 3D CONTENT CREATOR · MEDIA DESIGNER · DUISBURG, DE

I build games and the worlds they live in — gameplay systems in C#, real-time environments in Unreal Engine 5, modular assets and lighting in Blender.
My route in was engineering: a mechanical engineering degree taught me systems, tolerances and how things actually hold together. That thinking now shows up in level layouts, performance budgets and clean, maintainable gameplay code.
Alongside development I design — pixel art, characters, and media/social design in Photoshop, Illustrator and Figma — so the technical and visual sides of a project never drift apart.
MS Game & Software
SINCE 2024
Friedrich-Albert-Lange Berufskolleg, Duisburg
2013 — 2017
University of Applied Science, Khomeini Shahr, Iran
Six disciplines, one pipeline — engine work, code, worldbuilding, 2D, media design and sound.
CORE TOOLS HIGHLIGHTED
01
Building and shipping playable scenes inside production engines.
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Gameplay systems, tooling and data — written to stay maintainable.
03
Modular worlds, lighting and atmosphere tuned to a frame budget.
04
Characters, sprites and interface work with an editorial eye.
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Layout, social and campaign design for games and studios.
06
Sound design and edits that give a scene its weight.