Nabeeha Ali

Technical Game Designer

I’m a Technical Game Designer focused on crafting intuitive and enjoyable mechanics that enhance the player experience. Based in Ontario Canada.

My work involves a diverse range of responsibilities, including coming up with ideas, designing game mechanics, programming game logic, and testing and refining the game to ensure it is engaging and enjoyable for players. I’ve made many types of games using programming languages such as C#, Java, and HTML5.

Take a look at my portfolio, where you’ll find a showcase of my latest projects. In addition, I have also done various multimedia work ranging from graphic design, 3d modelling, and animation, which you can find samples of in the button below. I used to come from a design background, which gives me a well-rounded skillsets to bring all types of creative works to life.

Thanks for visiting!


Mechanic Viewer: Tool for visualizing definitions of Game Mechanics


This tool is designed to visualize different definitions of game mechanics in a way that’s clear and interactive. It uses a visual diagram to break down each concept, paired with a simple companion game to demonstrate how they work in practice!

Made using Unity C#.

Tasks involved developing an innovative tool to visualize game mechanics, coupled with a dynamic onboarding experience to ensure ease of use. To streamline the workflow for creating the onboarding process, I designed a Unity UI prefab system that empowers designers to define each step’s content efficiently. The onboarding experience UI was initially designed in Adobe Illustrator and modularly implemented in Unity.

Published on itch.io in WebGL!

Portal Plunge: 3D Desktop Puzzle game


This is a 3D maze puzzle game about a ball trying to collect all the stars in order to escape the maze. You can break some walls in order to make it easier, but the enemies get faster every time you do!

Made using Unity C#.

Tasks involved using procedural content generation to create a new maze with every playthrough while balancing game mechanics to ensure playability, creating a physics-based movement system, and using Navmeshes for AI enemy behaviour. Additional tasks involved using Blender to create 3D models and Unity’s shader graph to apply textures.

Published on itch.io in WebGL!

Capy Island: 3D Multiplayer Party Game


Capy Island is a party game where players, who are capybaras, play minigames on an island to collect hats. These hats will give them a step up in the final showdown where they will all battle it out. The capybara with the most hats wins!

Made using Unity C# with Toonshader.

Group of 6 people, role was lead programmer and UI/UX Designer.

Tasks involved asset management from Adobe Illustrator and Maya, controller haptics, score tracking system, basic combat programming, character animation programming, movement physics programming, VFX art, and UX testing/research.

Published on itch.io for windows download!

Farming for Honey: 2D AI-Based Game

Collect all the honeycombs in the environment before the bees come and sting you!

Made in Processing using Java.

Used various AI algorithms including procedural content generation, state machines, wandering and seeking movement patterns, pseudorandom number generation, and A* pathfinding. Assets custom made in Adobe Illustrator.

Plush to the Rescue: 2.5D Simulation Game

A stuffed bear is running around a claw machine to save other plushies from being picked up by the claw. Plushies are added to the player’s line and are dropped off at the chute until the claw inevitably picks up the player.

Made using Unity C#.

Tasks involved using vector math to generate movement for the claw machine, programming object instantiations, creating an interactive tutorial, and claw machine animations (moving background, lights flickering, etc.) for additional game feel.

Published on itch.io in WebGL!

Ninja in Training: 2D Minigame

Train to become a master ninja by moving back and forth to dodge the incoming shurikens!

Made using Unity C#.

Tasks involved creating original assets in Adobe Illustrator, sound design, user onboarding, and game mechanic programming.

Published on itch.io in WebGL!

Akwesasne Mohawk Canoe Journey: VR Game and Experience

A virtual reality experience of time traveling through a canoe journey! Exploring different time periods such as pre-contact, post-contact, and present, the player collects artifacts and learns their names in English and Mohawk. Once all artifacts have been collected, they will be able to join the thanksgiving ceremony where they reflect on their learnings and time spent in the environments. 

Made using HTML, CSS, Node.js, Maya, WebXR, and A-Frame.

Group of 4, role was web developer (player inventory system) and game designer.

Tasks involved data management of player collectibles and spatial audio programming.

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