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Work Background
Immersive Experience Design Director
Engaged Media Studios, IncImmersive Experience Design Director
Mar. 2024Houston, Texas, United States• Leading cross-functional teams in the development of interactive experiences across mobile, PC, VR, AR, and MR platforms for enterprise, education, and entertainment clients. • Designing and developing high-level design documentation, storyboards, wireframes, user journeys, and prototypes to guide teams toward design objectives and explore innovative concepts. • Managing project schedules, roadmaps, and task lists, while overseeing scope of work between internal teams and external contractors to ensure seamless project delivery.
Senior Level Designer
Lost Boys InteractiveSenior Level Designer
Apr. 2023 - Mar. 2024Madison, Wisconsin, United StatesUnannounced project: • Led a development pod in collaboration with 2K and Gearbox on an unannounced title, overseeing the design of a key game zone. •Drove the creation of level layouts, combat encounters, and visual focal points, delivering high-quality gameplay experiences and memorable in-game moments. • Collaborated with cross-functional teams, including producers, leads, artists, engineers, and project managers, ensuring timely completion of milestones and project goals. • Engaged with stakeholders at Gearbox to align the level design with the game's IP vision and narrative beats, enhancing the overall player experience.
Adjunct Instructor
Academy of Art UniversityAdjunct Instructor
Jan. 2022Remote• Teaching core design tools, principles and skills to the next generation of game developers. Classes taught: • Game Engines 107 • Level Design For Games 170 • Level Design For Games II 270
Lead Level Designer
Deck Nine GamesLead Level Designer
Oct. 2021 - Apr. 2023Denver, Colorado, United StatesLife is Strange Double Exposure: • Directed the Level Design for Life is Strange: Double Exposure, leading a team of designers in creating immersive and emotionally impactful environments. • Spearheaded the development of greyboxes for all in game spaces and led the creation of the fictional world of Caledon University while collaborating closely with narrative teams during script development. • Worked hand in hand with writers and narrative designers to ensure level designs supported both the script and key gameplay moments, maintaining a seamless blend of story and interaction. • Led cinematic prototyping efforts, designing blockouts for cutscenes and camera work using proprietary tools, setting the foundation for the cinematic team’s final pass. • Provided mentorship and training to junior designers, fostering skill development and strengthening the team’s overall capabilities.
Senior Designer | Level Design Lead
Imangi StudiosSenior Designer | Level Design Lead
Mar. 2020 - Oct. 2021Raleigh-Durham-Chapel Hill AreaTemple Run Legends | Temple Run Adventure: • Defined and shaped the level design vision for Temple Run Legends & Temple Run Adventure, playing a key role in the creative direction of these titles. • Developed numerous level design prototypes, ranging from basic gameplay mechanics to complex design scenarios, that influenced the game's overall design strategy. • Established level design metrics, including environment size, scale, and length, to ensure cohesive and engaging gameplay experiences. • Spearheaded the development of studio-wide level design tools and procedural generation systems, enhancing the efficiency and scalability of level creation for both current and future projects. • Led, mentored, and trained the design team, ensuring milestone goals were met and junior team members were equipped with the best practices and tools to succeed in level design. • Pitched innovative design concepts to leadership, contributing to defining the game’s vision and aligning the team’s efforts with long-term objectives. Temple Run 2: • Provided key design feedback for the Enchanted Palace and Christmas maps, contributing to the refinement and enhancement of player experience. • Participated in playtests to identify and document bugs and design issues, ensuring smooth gameplay and high-quality map releases. • Collaborated with the development team to offer creative solutions to level design challenges during the development of these maps.
Senior Level Designer
Imangi StudiosSenior Level Designer
Oct. 2019 - Mar. 2020Raleigh, North Carolina, United StatesContract level design, mentorship and prototype work on new Temple Run titles.
Level Designer - Fortnite
High Voltage SoftwareLevel Designer - Fortnite
Jul. 2019 - Oct. 2019New Orleans, LouisianaFortnite: • Played a key role in designing and building levels for Fortnite: Save the World PvE mode, contributing to the game's overall success and player engagement. • Spearheaded the design of dungeon levels for the Save the World mode, utilizing Unreal Engine 4's modular level design system to create dynamic, replayable environments. • Developed and optimized level layouts for major Points of Interest (POIs) and landmarks in Stonewood and Plankerton, enhancing gameplay flow and player experience. • Proactively identified and resolved critical level layout issues in Canny Valley, Stonewood, and Plankerton, improving game stability and reducing bug reports. •Instrumental in the creation of POIs for the Frostnite 2019 event, directly contributing to the event's success and player retention during a key seasonal update.
Founder | CEO | Creative Director
Virtual Sky InteractiveFounder | CEO | Creative Director
Apr. 2019Remote• Founded Virtual Sky Interactive, providing consulting services in design while developing and releasing original game projects. • Lead the creative direction and development of multiple game titles, managing all aspects of design, production, and distribution. Shipped titles: • The Most Boring Game Ever (Steam, Itch.io, Newgrounds, Game Jolt) Mar 2021 • The Most Boring Life Ever (Steam, Itch.io, Game Jolt) Apr 2021 • The Most Boring Life Ever 2 Work From Home (Steam) Dec 2022 • Cafe Paris (Steam) Dec 2024
Senior Designer
BitLoftSenior Designer
Jan. 2018 - Jun. 2019Dallas/Fort Worth AreaThe Crystal Core: • Senior Designer on The Crystal Core, an educational game, overseeing the design team and leading level design execution. • Led world-building and gameplay implementation efforts, building over 150 levels using modular design techniques to create engaging learning experiences. • Collaborated daily with the lead designer to ensure design goals and milestones were met. • Partnered with the programming team to prototype and develop designer tools for cinematics and gameplay in Unity, ensuring alignment with design team needs. • Designed and implemented in-game cutscenes, including camera animations and scripted cinematic events. • https://thecrystalcore.com/ Project Codename: Horse App (Cancelled): • Assembled and pitched the project to initiate development, creating documentation for MVP, scheduling, and staffing requirements to secure funding. • Successfully secured project approval and funding from company executives. • Helped get project funded and greenlit by company executives. • Consulted on design scope, providing insights on feature prioritization to align with production timelines and budget constraints.
Technical Level Designer (Contract)
Method StudiosTechnical Level Designer (Contract)
Jul. 2017 - Dec. 2017Santa Monica, CaliforniaJustice League VR: • Collaborated with Method EXP, DC, and Warner Bros on Justice League VR, contributing to the creation of immersive VR experiences for iconic superheroes. • Aquaman: Designed level layouts and scripted the combat system, focusing on gameplay balance and scoring mechanics to enhance player engagement. • Batman: Developed and implemented level collision and the respawn system for the Batmobile, optimizing the environment for smooth gameplay. • Wonder Woman: Supported the team in refining level collision and adjusting nav meshes to improve enemy AI pathfinding and behavior. • Prototyped and implemented a custom rumble system compatible across multiple VR platforms, integrating it into the Aquaman, Batman, and Superman levels. Collaborated with engineers to ensure the system met design specifications. • Assisted the Audio and UI teams by setting up loading screens in Unity and implementing localization for in-game dialogue and text in over 10 languages.
Game Designer (Contract)
Tilt FiveGame Designer (Contract)
Jan. 2017 - Jun. 2017Greater Salt Lake City AreaThe Video Game Show (Under castAR) • Collaborated with internal studio Eat Sleep Play to develop innovative AR games and experiences for a next-generation tabletop AR platform. • Designed and developed unique game mechanics to showcase the capabilities of the castAR system, pushing the boundaries of augmented reality gameplay. • Contributed to the creation of a seamless user experience by ensuring smooth software integration with hardware, optimizing user interactions for an immersive AR experience.
Level Designer
PixowlLevel Designer
Feb. 2016 - Jan. 2017San Francisco Bay AreaThe Sandbox 2 Evolution: • Designed over 20 levels, ranging from standard platforming challenges to innovative puzzle experiences, contributing to the game's diverse and engaging gameplay. • Collaborated with Sony to create Ghostbusters levels as part of a promotional DLC pack, enhancing the game’s content during the movie release. • Partnered with Bandai Namco to integrate Pacman into the game, prototyping editor tools and designing levels for the Pacman DLC, enriching player experience with iconic characters.
Level Designer
BebopBee, Inc.Level Designer
Dec. 2013 - May. 2014San Francisco, CaliforniaSnapimals: • Contributed to the initial level design and core mechanics for Snapimals, available on iOS and Android, helping to shape the game's foundation. • Designed level layouts and prototyped AI systems for animal NPCs, enhancing player interactions and gameplay dynamics. • Played a key role in developing one of the game’s first prototypes, used to secure investor interest and funding.
Principal Designer
Bakershah GamesPrincipal Designer
Feb. 2013 - Feb. 2017San Francisco Bay AreaHero: • Designed and developed a third-person action-adventure RPG, now available on Steam, featuring immersive environments and engaging gameplay mechanics. • Led the design of level environments, game systems, and core gameplay, incorporating set dressing, NPC placement, AI scripting, and quest design to enhance narrative progression. • Created and implemented all in-game cutscenes, animating and scripting camera events and sequences using C# and Unity's legacy animation system, bringing key story moments to life.

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Game, UX, and Product Management Consulting.
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