Game Developer  ·  Designer  ·  Stockholm, Sweden

MOHSEN PARCHAMI

|

↓  Scroll to explore

Available Internships & Junior Roles Stockholm / Remote

About Me

Mohsen Parchami

It's dangerous to go alone! Take this.

— The Legend of Zelda  |  A developer who speaks the language of games.

Game Development student at Södertörn University with a lifelong passion for games, driven by a curiosity for how story, systems, and emotion come together to create memorable experiences.

I work at the intersection of design and engineering — comfortable with both pixel-perfect UI and deep systems work. My background as an assistant engineer shaped a calm, solutions-focused mindset built for collaborative teams.

Featured Project

A shipped Steam title

MURMURS OF THE MIST

Unity  ·  Final Semester  ·  Multidisciplinary Team

Level Design Narrative VFX Lighting Sound

Developed as a final-semester collaboration with a multidisciplinary team of developers and artists. A shipped, playable experience on Steam.

My contributions

  • Level Design & Layout
  • Core Chase Sequence — conception to implementation
  • Voice-Over & Sound Integration
  • Lighting & Post-Processing
  • VFX & Shader Work
View on Steam →

Skills & Tools

Unity
UnityEngine
C#
C#Language
Unreal Engine
Unreal EngineEngine
Git / GitHub
Git / GitHubVersion Control
Level DesignDiscipline
VFX & ShadersVisual
Lighting & Post-FXVisual
Narrative DesignDesign
Sound & Voice-OverAudio
UI / UX DesignDesign
OO ArchitectureC# / Design Patterns
Combat SystemsGameplay Programming

Technical Systems

Code & craft — built from scratch
Dynamic camera system

Camera System

A dynamic camera system built to heighten tension and guide player focus through shifting perspectives. Multiple camera angles emphasize pressure, reveal threats, and shape moment-to-moment gameplay, while smooth transitions create cinematic flow and allow camera behavior to adapt to different level layouts and pacing needs.

Movement and dash system

Movement Mechanics

A responsive traversal system built to support fast pacing and player control. Combines a directional dash so the player can quickly reposition, clear gaps, and maintain momentum during high-pressure moments. Designed to feel snappy and consistent, with clean tuning points for speed, timing, and cooldown.

Shader effects

Shaders

Shaders used for cooldown indicators to provide visual feedback without traditional UI. Reflective and refractive multi-colored materials that distort the surrounding environment based on object shape. Dynamic ripple effects that respond to player movement through liquid surfaces.

Lighting and post processing

Lights & Post Production

A lighting and post-processing setup built to support visual storytelling and mood through controlled use of light, shadow, and color. Post-processing effects including color grading, exposure, and bloom are applied to refine atmosphere, depth, and overall visual realism.