Hello, I'm
Hanna Mokhtarian
Level / Technical Designer
Crafting immersive worlds and unforgettable player experiences

Level design that serves the story. Technical design that survives production.
I work on Black Lake at Polydin Studio as a Level and Technical Designer—helping translate horror, exploration, and gameplay intent into clear, playable, production-ready experiences.
- My role
- Level / Technical Designer
- Studio
- Polydin Studio
- Engine
- Unreal Engine 5
- Status
- Coming soon on Steam
About Me
The Player Behind the Design
With over 3 years of experience as a Level/Technical Designer, I'm deeply passionate about creating immersive game experiences. I serve as the bridge between Design and Development teams, translating creative visions into technical specifications that bring games to life. My expertise comes from dedicated self-study, hands-on development, and thorough analysis of award-winning games. I'm constantly eager to learn and improve my level design pipeline skills.
Quest Log
Professional Experience
Technical Game Designer
Polydin Studio
- Main communication bridge between Design and Development teams
- Translate design requirements into technical specifications
- Receive, review, and test Blueprints ensuring proper integration into levels
- Coordinate and integrate deliverables from Animation, Sound, Combat, and Environment Art teams
- Prepare playable levels with optimization knowledge
- Design levels with proper loading/unloading logic for performance
Level Designer
Polydin Studio
- Adapt quickly to new tools and workflows, mastering them efficiently
- Collaborate cross-discipline to align creative vision with production needs
- Design high-quality, player-focused, immersive levels
- Recognized for dedicated, creative, and proactive work ethic
Skill Tree
Abilities & Proficiencies
Unreal Engine
ExpertUnity
IntermediateTraining Grounds
Education & Learning
Master's Degree
Animation
Soore University
June 2022 — Present
- Visual storytelling, composition, color theory, visual hierarchy, pacing and timing
- Tools overlap with game engines; cinematic sequences; Unreal Sequencer learning
Bachelor of Science
Physics
KN Toosi University of Technology
June 2018 — May 2022
- Logical problem-solving, realism and precision, engine physics intuition (gravity, collision, momentum)
- Collaboration, research adaptability, gameplay/level evaluation and optimization
Achievements
Featured Projects

Police Station
A horror level-design project inspired by The Evil Within, balancing exploration, tension, combat, environmental storytelling, and scripted gameplay.

Ash Tower
A Dark Souls–inspired tower level built around a safe central hub, looping progression, vertical combat, environmental hazards, and multiple playstyles.

Forsaken City
A Metroid Prime–inspired level built around a central courtyard hub, interconnected routes, clear environmental guidance, combat, and progressive objectives.
