Kharijah Imad
Game Director at RYM GAMES- Claim this Profile
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Topline Score
Bio
Experience
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RYM GAMES
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Morocco
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Computer Games
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1 - 100 Employee
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Game Director
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Jan 2014 - Present
Morocco RYM GAMES is an independent game studio based in Morocco. The Dark Occult is the studio’s first title in developement, a paranormal horror experience which aims to bring back the old-school horror feeling. Our mission is to build high quality games, and create interactive experiences focused on emotion, and the feeling of living a unique adventure.
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Ubisoft
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France
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Computer Games
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700 & Above Employee
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Lead Level Design
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Feb 2012 - Jan 2013
Rayman Origine/ Sony PS Vita Lead Level Design (Was part of the core creative team of the project) • Define technical limitations and constraints for level construction • Prepare presentation and design documents • Design game mechanics exploiting the features of NGP • Design and built level • Debug
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Ubisoft
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France
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Computer Games
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700 & Above Employee
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Lead Level Design
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Apr 2010 - Jan 2011
Rayman 3D /Nintendo 3DS (Was part of the core creative team of the project) • Team Management. • Calibrate game difficulty • Managing Accessibility and Progression in the game • Update the game design parameters • Debug
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Ubisoft
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France
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Computer Games
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700 & Above Employee
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Lead Level design
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Oct 2008 - Feb 2010
Prince of Persia: Forgotten sands / Nintendo DS (Was part of the core creative team of the project) • Defining the basic principles of maps creation (layouts, scales, compositions, interactions) with the creative director and game designers. • Assess the workload vs. production capacity, plan the work, and set priorities for the level design team. • Coordinate tool use and be a point of contact between the level design and programming teams. • Communicate the… Show more Prince of Persia: Forgotten sands / Nintendo DS (Was part of the core creative team of the project) • Defining the basic principles of maps creation (layouts, scales, compositions, interactions) with the creative director and game designers. • Assess the workload vs. production capacity, plan the work, and set priorities for the level design team. • Coordinate tool use and be a point of contact between the level design and programming teams. • Communicate the technical constraints and their rationales to the level design team. • Provide constant technical support on the tools and engines for every member of the level design team. • Supervise the design, integration, and validation of the maps in the game. • Creation of technical documents and BluePrint. • Control the accessibility, Learning curve, and level of difficulty of the level testers. • Prototype the design intentions proposed by the creative directors.
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Level Designer
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Sep 2007 - Sep 2008
Level designer: project Prince of Persia: The Fallen King / Nintendo DS • Design Gameplay and Puzzle sequences. • Built level using 3D Max. • Implemented, placed and parameter all gameplay elements and cameras in the level using Engine Editor. • Correct the bugs entered into the database by the testers
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Ubisoft
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France
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Computer Games
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700 & Above Employee
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Game Tester
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Jul 2006 - Oct 2006
Game Tester at Ubisoft: Star Wars: Lethal Alliance on NDS.
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Education
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Ecole Marocaine des Sciences de l’Ingénieur
Bac+4, Méthodes d’Informatique Appliqué à la Gestion des Entreprises (MIAGE) -
Design Academy Ubisoft
Training program, Training program which aim is to train Ubisoft designers in the most advanced design methods -
Ubisoft Design Academy
Game and Level design