Rakibul Hasan

TOOR

Game & Experience Designer

I’m from Bangladesh, currently based in Cologne, Germany. I’m passionate about crafting immersive worlds and player-centered experiences. I specialized in world-building, system design, game balancing, and experience design.

 

With over three years of experience in Game Design, including a background in media production, I have worked on multiple projects with multidisciplinary teams. My contributions include one shipped multiplayer title for PC and consoles and an F2P mobile franchise with over a million downloads.

 

Outside of design, I find immense inspiration in exploring art exhibitions, attending theater and performances, and continuously seeking new ideas to bring into interactive experiences.

Scroll down to check some of my projects!

Commercial Projects

Oddsparks

An Automation Adventure

A cozy automation game for automation curious and automation enthusiastic, with a blend of adventure.


I designed and iterated on game mechanics and systems, balanced progression, and owned key features, while supporting content delivery throughout the entire production cycle.

Heroes of '71

“Heroes of ’71” is a tactical shooter casual game, targeted for Bangaldeshi audience, where players defend against enemy raids as war heroes.

 

As a narrative designer, I contributed to narrative design, storytelling, and all social media marketing efforts for “Heroes of ’71,” driving it to over 1 million downloads in a week.

Heroes of '71: Retaliation

“Heroes of ’71: Retaliation,” the sequel to “Heroes of ’71,” focused on re-engaging the audience with new gameplay and characters while maintaining the franchise’s strong community connection.

My contributions included designing new narrative and planning a fresh marketing strategy, specifically emphasizing organic reach and community engagement.

Experiemental Projects

Fount

An impact game developed for mobile platforms during the COVID-19 pandemic, designed to induce flow state and promote relaxation.

I led its development, designing core mechanics, narrative, and managing the project with Scrum.

Chime

This AR experience, created for a museum exhibition, immerses audiences in the history of horology, allowing them to interact with timekeeping devices in a virtual watchmaker’s workshop.

 

I designed this engaging and educational spatial experience, conducting thorough research to ensure historical accuracy in its interactive elements.

Blue Moon

A 2D top-down game for young learners, it combines mini-games, simulation, and dynamic dialogue to tell a story of resilience in times of depression and propaganda.

 

I designed its gameplay, characters, and a dynamic difficulty system to engage players with ethical and historical themes.

Others