ZHOR / LEVEL DESIGNER & GAME DESIGNER // SALÉ, MOROCCO
Look a little closer.
I like levels with secrets, clues, and questions that make players look twice. Move through this small portfolio level to discover my work—or choose a destination above.
LEVEL ARCHIVE / SELECT A DESTINATION
What did you find?
Choose a station here at any time. The playable route is optional.
UNITY · 3D EXPLORATION · STUDENT TEAM GAME
Lost in Sala Colonia
A YouTuber enters the historic Sala Colonia site to film a vlog. The camera reveals hidden clues and supernatural things that cannot be seen normally.
Level layout, object and clue placement, puzzle design, and testing. Programmers handled the code.
Eight people · about two months
I built the level around a question: how can a player feel lost in a mystery without becoming confused about what to do? The camera reveals information that ordinary sight misses, so I used clues, object placement, and access to new spaces to guide discovery across the route.
Level design approach
The opening introduces the camera’s second way of seeing. Later spaces ask players to notice and connect information found in different places. Puzzles advance the route and reveal more of the story; ghost encounters change the pressure of exploration. My aim was to make each discovery feel earned while keeping the next step understandable.
Testing and outcome
I tested the level and supported production near the final milestone. People outside the team played it at public events, including events to which we were invited by the ministry. The response was positive, though I do not have measured results or a documented before-and-after iteration to claim.
Play the Windows build on itch.ioPERSONAL PROJECT · PLAYABLE LOCAL PROTOTYPE
Carriage Seven
You wake in carriage seven. As you move through the train, familiar spaces return with small differences. Something about this journey is wrong.
Concept, game and level design, and direction. The prototype was implemented with AI coding assistance.
A looping layout, subtle environmental changes, and the gradual realization that this is a dream
The design uses repeated geography as its main tool: players compare familiar spaces with what they remember, notice small changes, and build a theory about the train. The experience relies on observation and delayed information rather than an explicit puzzle sequence.
Current prototype
The playable local build contains the main exploration loop and part of the ending. The intended conclusion returns to carriage seven, but the full planned ending is not implemented yet. A public build and gameplay capture are still to come.
SELECTED STUDIO WORK · LEVEL DESIGN
The Float Never Stops
I designed the full level for this in-production game.
Full level design
In production
I built and tested the playable route within the production build and reviewed issues with the team. The public description stays at the level of my responsibility and process while the game is in production; I can discuss more where sharing is permitted.
SELECTED STUDIO WORK · GAME DESIGN
Mathpunk Chronicles
A learning game designed to feel calm and safe as players move through its chapters.
Minigames and puzzles, chapter progression, player flows, testing, documentation, and production coordination
Chapter structure and the player journey
I worked across design and production to connect individual activities to the wider player journey: how a player understands what to do, moves through a chapter, and receives clear feedback. Specific puzzle solutions and unreleased material are held back while the game is in production.
SELECTED STUDIO WORK · EXPLORATION DESIGN
Dina l’Mdina
A location-based experience where the walk between places should reward curiosity.
Exploration routes, puzzles and hints, testing, and production coordination
Connecting places into an engaging route
I helped shape the journey between locations, considering how a player finds the next place and how a hint can support discovery without taking away the satisfaction of finding it. Details remain general while the project is in production.
LEVEL DESIGN / GAME DESIGN / EDUCATION
Hi, I’m Zhor.
I’m drawn to spaces that make players curious: a clue just out of sight, an object that means more the second time you see it, or a route that opens after a discovery.
Game and level design with production responsibilities across several projects
Teaching Unity and XR prototyping to Master 1 students
Selected studio work
Explore The Float Never Stops, Mathpunk Chronicles, and Dina l’Mdina through their project stations above.
Tools: Unity, Blender, ClickUp, Notion. Languages: Arabic, French, English.
LEVEL DESIGN & GAME DESIGN ROLES
Let’s talk.
I’m interested in game design and level design opportunities.
7oezlab@gmail.comBased in Salé, Morocco.