ZAYNAH SAEED

Design Portfolio

Experience in Unity, Blender and PyxelEdit.
UCL Mathematics graduate with a strong foundation in analytical thinking and problem-solving.

Personal Projects

CLOCKWORK CIRCUIT

CONCEPT LEVEL - BLOCKOUT


A concept board for Mario Party Jamboree.
The board features constant gear shifting and in turn, the star moving for chaotic and unpredictable gameplay.

After playing Mario Party Jamboree, I was inspired to design my own custom board. I drew inspiration from the 'Tick-Tock Clock' track in Mario Kart 8, particularly its moving gears. Since my board is set inside a clock tower, I included a central rotating gear and a clockwise-moving outer circuit to reflect the theme.
Unlike the more casual boards in the game, I wanted to create a design which requires strategy, and is aimed at older or more experienced players. With only one difficult board currently in the game, this project was my attempt on adding more challenge.
Below is a PowerPoint presentation outlining my design process and the final board concept.

DIVINE BEAST VAH DYRAC

CONCEPT LEVEL - BLOCKOUT


A concept level for Zelda: Breath of the Wild.
The level features a penguin divine beast and unique puzzles for the player to solve.

I really enjoyed the Divine Beast levels in The Legend of Zelda: Breath of the Wild, which inspired me to design my own. I based it on an emperor penguin, creating a Divine Beast that poses a threat to the Aukori race in the snowy Hebra region.
The level is divided into three main phases, each introducing a unique challenge. Designing these helped me improve my spatial awareness, as I had to carefully plan the layout inside a rotating structure. While this version only rotates on a single axis, if I were to have another attempt I'd like to use all 3 axis.
Below is a video walkthrough and PowerPoint presentation explaining the concept and mechanics.

ECHO AGENT

GAME


A pixel puzzle/ memory platformer.
It is your mission to steal the device from EchoCorp and uncover its darkest secrets.
Solo project in unity - ongoing.

Yes, another platformer. How exciting.
I wanted to make a game where you can't fully see all of the routes on the screen, and this was the best way I could. This induces the memory part of the game. I'm also happy with the Echos (ghosts) and how they introduce timing (this will be more important later on).
Currently, I have a demo of the first stage (not 100% complete) which you can play on itch.io.
There is yet to be improvement on the menus!

EXOPLANET

GAME


A single level 2d pixel platformer game.
Fight enemies to escape the facility you woke up on.
Solo project in unity - 1 month.

This was my first project in Unity, where I built a 2D platformer about escaping an alien facility. Through this, I learned how to navigate the Unity interface and bring together elements such as code, art, animations, and audio to create a full game.
Below is a video walkthrough and a Game Design Document for the project.

GAMECrafters' collective academy

'WHISPERWOOD'


As a member of the Gamecrafters' Collective Academy, I am currently in a team of 9 and we are tasked to develop a game in a year.
My role in the team is the vice director, Game Designer and also as a 3d modeller.
The game we are making is a 3d RPG Cosy Game, where you play as a dragon in a chosen profession.
The player can complete quests to build relations with villagers, explore the island and play crafting mini-games to create products.

This was my first project in Unity, where I built a 2D platformer about escaping an alien facility. Through this, I learned how to navigate the Unity interface and bring together elements such as code, art, animations, and audio to create a full game.
Below is a video walkthrough and a Game Design Document for the project.

Documentation


As the vice director and lead designer, I am in charge of documentation such as the Game Design Document and Project Plans. Furthermore, I must ensure there is clear communication across teams so that everyone is on the same page about the direction of the project, and also that we stay on track.

This was my first project in Unity, where I built a 2D platformer about escaping an alien facility. Through this, I learned how to navigate the Unity interface and bring together elements such as code, art, animations, and audio to create a full game.
Below is a video walkthrough and a Game Design Document for the project.

DESIGNER


As the lead game designer, I have to stay ahead of all the features we are to implement. I must plan the features inside out and relay it to the team, making sure everything is efficient and logical.
Here we can see the design for the skills window and early phase planning (sorry its unreadable haha).

This was my first project in Unity, where I built a 2D platformer about escaping an alien facility. Through this, I learned how to navigate the Unity interface and bring together elements such as code, art, animations, and audio to create a full game.
Below is a video walkthrough and a Game Design Document for the project.

MODELLER


As one of the modellers on the team, it is important to stay consistent with the modelling styles of the rest of the team. It is also important to make assets game ready and to have multiple versions (LODs) of each asset.
Here we can see my designs for the player character, many variations for character customisation and the forge for the blacksmith class.

This was my first project in Unity, where I built a 2D platformer about escaping an alien facility. Through this, I learned how to navigate the Unity interface and bring together elements such as code, art, animations, and audio to create a full game.
Below is a video walkthrough and a Game Design Document for the project.

GAME JAMS

DEADWEIGHT

TIMED PLATFORMER


Unpolished Game Jam 2 - 8 days
Team size: 2
Acted as the Designer and Play-tester


Deadweight is a race against the clock puzzle platformer where we use our bodies as platforms. Check out a play through below:

COLLIDE-AGON

SURVIVAL


GoedWare Game Jam Limited Shapes Edition
Team size: 1



For this jam, we were limited to pentagons and circles (in 2D). Following this theme, I created a game about a circle trapped inside a pentagon, who can attack by bouncing. There are pentagon enemies who approach us, and if too many enter our barrier it causes our health to go down.

BLENDER Projects

X-BOW


A model of a town hall 11 x-bow from Clash of Clans.

LIGHTHOUSE


A small lighthouse project.

LEGO MAN


An animation of a lego man.

CERTIFICATES