Game Designer,
Level Designer
3rd Person Tactical Shooter
Unity
2-5 Cooperative
5-Mission campaign,
15-Wave survival
Mobile
11
1 Year
2026
RD3 Alodwan is a five-player cooperative tactical shooter for mobile, set in Syrian urban environments. Two modes share one combat system: a five-mission campaign where squads commit to stealth infiltration or direct assault, and a fifteen-wave survival mode defending a watchtower in the Aleppo Citadel. Every system was designed against two constraints, a touchscreen and a mid-range phone.

Arena layout. A dedicated arena for the mode, with the watchtower as the defended objective. Enemies enter from three perimeter points: front gate, side stairs, and back lane. Each has a routed path to the tower, so players can't cover everything from one position. Cover and platforms sit along those routes. Weapons, enemies, and most props are reused from the campaign missions.
Buildings, cover, walls, platforms, and spawn nodes all carry explicit names, so programmers and the second level designer work from the same references as the layout doc.
Dev playtest, held by me and the lead programmer. Wave 1, watchtower health, next-wave timer and team status visible.

Mission flow. Side objectives sit off the main route and feed the end rating alongside main objective completion.

Objectives are composed from a shared system rather than scripted per mission, so a designer can assemble a mission without programmer time, and a fix propagates everywhere instead of five times.
Mission 1 scale. Playtests showed the military base was too small, players crossed it faster than the mission was pacing for. Scaling it up made room for more encounters and brought it in line with the other missions, so mission length stays consistent across the campaign.