Barry Haroun
Level Designer
Passionate Game Design Student | Dedicated to creating immersive and engaging gaming experiences. Eager to learn, collaborate, and bring fresh ideas to life in the world of interactive entertainment. Let's connect and work together to turn creative visions into playable realities!

(not so super) super spy!
Level Designer
Play as Robin, a blind relic hunter and their hacker assistant Theia. Who’re on a mission to take back ancient relics from a greedy antique collector. Sneak through the environment as Robin, without getting caught. Watch his movements through the security cameras as Theia and assist Robin by distracting guards. Play as two sides of the same coin and take back the stolen artifacts to their country of origin!

red hood
Level Designer
Redhood is an adventure horror game. You play as Little red riding hood trying to escape your tale as you are hunted by the big bad wolf joined by a new threat. Traverse the fairytale world solving puzzles and keeping danger at bay with your trusty lantern.

ROBORUN
Level Designer
Roborun is a short, single-player game in which you run through a vibrant post-apocalyptic world as E.L.I.E., a robot designed to restore the world through the science of energy efficiency. Collect as many cans and other various refuse within the time limit to save energy and save the world!

Additional Work
Vanhalla III: Enter the Monkey Dome
Gameplay Designer
Experience the adrenaline rush of real-time destruction as your vehicle succumbs to the chaos of crashes and impacts. Our game boasts an intricate damage system that vividly illustrates the disintegration of cars as they collide. Witness parts of your car hurtling away in response to the force of each crash, delivering a truly immersive experience.

CV
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About Me!
Barry Haroun
Im a game design student at futuregames (Stockholm). Currently looking for internship as a level designer.
Spaces, Environment and Worldbuilding
Level Designer
I designed this level, including its spaces, environment, and worldbuilding, as a solo project. Rather than focusing on specific mechanics, the design emphasizes atmosphere, scale, and visual storytelling. The goal is to create a sense of awe and immersion, delivering a Souls-like experience through vast, imposing landscapes and carefully crafted vistas that evoke mystery, grandeur, and a feeling of solitude.

RoboRun
Team Five Soda was formed as part of 2023's interdisciplinary GP1 at Futuregames, including members from both the Stockholm and Karlstad campuses.
Team Size | Duration | Engine |
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13 | 7 weeks | Unity |
Contribution |
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Level Designer |
RedHood
Redhood is an adventure horror game made at Future games Stockholm in 7 weeks for Game Project 3.
Team Size | Duration | Engine |
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10 | 7 weeks | Unreal |
Contribution |
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Level Designer |
I served as the level designer, responsible for creating and optimizing Level 1 (the forest). My tasks included designing the environment, implementing lighting and atmospheric effects, and ensuring the level provided a seamless and immersive experience for players.
(Not So Super) Super Spy
(Not So Super) Super Spy! is an stealth game made at Future games Stockholm in 5 weeks for Game Project 4.
Team Size | Duration | Engine |
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8 | 5 weeks | Unreal |
Contribution |
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Level Designer |
This project is a stealth-based game where players control Robin, a blind relic hunter, and his hacker assistant. The goal is to reclaim stolen artifacts from a corrupt antique collector. The game’s unique mechanic is the 2nd-person camera perspective, which allows players to control the character through in-world security cameras.The game centers around Robin, a blind protagonist, on a mission to retrieve stolen ancient relics from a corrupt collector. The player controls Robin indirectly through a unique 2nd-person camera system, manipulating the environment via security cameras to guide her through obstacles, avoid enemies, and complete missions. The narrative explores the theme of moral ambiguity, as players must 'do the right thing in the wrong way'—stealing back stolen artifacts.The core gameplay loop revolves around stealth, environmental interaction, and strategic manipulation of enemy behavior. Players must learn to outsmart enemies, use the environment to their advantage, and navigate increasingly complex levels.Final Boss Phase – Mastery Level DesignAs the Level Designer responsible for the third level, or Final Boss Phase, my focus was on crafting a climactic and challenging experience that would bring together everything the player had learned so far in the game. The Mastery Level was designed to be a true test of stealth, environmental manipulation, and strategic thinking, culminating in a tense and rewarding final confrontation with the Antagonist, the antique collector.Core Design Goals:Test Player Skills, Dynamic Antagonist Interaction and Environmental Complexity.Final Confrontation with the Antagonist:The final boss battle is not a traditional combat encounter but a stealth showdown where the player must outwit the antagonist and avoid detection while navigating a highly controlled environment.Dynamic Interaction: I designed the final phase to allow players to manipulate the environment to outsmart the collector. For example, trigger alarms to distract guards, and create visual distractions that can mislead the guards.The Antagonist checks various hiding spots and interacts with the environment in a way that keeps players constantly on edge. The player must think several steps ahead, using the environment as a tool to trap the guards or create a safe escape route.
Spaces, Environment and Worldbuilding
Team Size | Duration | Engine |
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solo | 3 weeks | Unreal |
Role |
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Level And Environment Designer |
Vanhalla III: Enter the Monkey Dome
Vanhalla III: Enter the Monkey Dome is a demolition derby game where your goal is to crash into other cars, score points and climb the leaderboard.
Team Size | Duration | Engine |
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16 | 5 weeks | Unity |
Contribution |
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Gameplay Designer |
As the Gameplay Designer in our team, my focus was on shaping the gaming experience through mechanics, features, and balancing. In my role, I had a direct impact on the cooperative dynamics by driving discussions on game mechanics, features, and player experience during team meetings. I utilized visual aids on Miro, creating feature maps, gameplay loops, scoring systems, pick-up mechanics, and game stats with detailed descriptions. This visual representation facilitated a shared understanding among team members, fostering effective communication and collaboration.
Thank you
Barry Haroun