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About Me

From Circuits to Systems: My Journey into Game Design

I used to think I'd spend my life building hardware. With a degree in Computer Hardware Engineering, I was all set for a traditional tech path. But somewhere between writing code and analyzing circuits, I realized something: I didn't just want to build things. I wanted to build experiences that matter.

The turning point was discovering I could combine my technical skills with my lifelong love for games. But not as a full-time programmer, that would mean giving up what I really wanted: to create moments that stick with players long after they've put down the controller.

Where I Am Now

To pursue my desired path I moved to Cologne to study a second bachelor's program in Digital Games, specializing in Game Design. During my studies I worked as a student assistant on a funded project at TH Köln, where I got hired as a full-time research assistant after my graduation. I wore many hats during my professional experience doing game sound design, game design, project management and programming. The focus of the project was two games and a website which were part of a module for first-year mechanical engineering students to teach them soft skills like teamwork, management and planning. Recently, this project ended and I am currently looking to find a new position in the industry as a game designer.

To not get lost in academia while developing educational games, I co-founded an indie collective with my university friends working on small-scale game jam projects. We've showcased at Gamescom, won awards for our interpretations of game jam themes, and reminded ourselves why we fell in love with making games in the first place.

My Superpower? Problem-Solving

Here's how I work: I believe in making ideas tangible first. Forget sophisticated paper designs. I need to get my hands dirty in the engine, build something playable early, and see where it struggles. That's when my ultimate ability kicks in: creative problem-solving.

I actually love constraints. Working within technical limitations doesn't box me in. It gives me a bounded design space where my creativity thrives. Maybe it's the engineer in me, but I think best when I know exactly what walls I'm working within.

What Inspires My Creative Process

Twin Peaks changed how I see storytelling. Lynch's uncanny worlds and deliberate pacing showed me that discomfort can be beautiful. Silent Hill 2's sound design still haunts me in the best way. It taught me how audio can guide players emotionally without them even realizing it.

But Bioshock is my favorite game of all time. It does something only a game can do. It uses the medium itself as part of the message. That's what I chase: experiences that couldn't exist in any other form.

I'm fascinated by systemic design. Games with worlds where the underlying systems let players be creative in ways even the designers didn't anticipate. That's magic. That's what I want to create. Risk of Rain manages to create such spaces amazingly.

Other than digital mediums I enjoy museums, creative exhibitions and I love to geek out on philosophy and psychology as a hobby.

What I Believe

Games should leave you with thought food. Something to chew on after the credits roll. I want players to feel something, question something, or see the world slightly differently.

But here's what I've learned: Being part of the industry is to get real and see games not only as passion projects but as a business built around many different goals to be achieved. Therefore, I am open to create different experiences for the sake of the targeted players, not only what I would love to play.

Another value of mine is that the best games don't come from lone geniuses. They come from passionate teams who love the messy creative process, who give honest feedback even when it stings, and who understand that healthy teamwork creates possibilities no single vision ever could.

I iterate obsessively. I test constantly. I never give up before finding a solution. And I genuinely believe that the development process should be as enjoyable as the final product.

What's Next?

I'm looking for a team that gets excited about experimentation, embraces failure as part of the process, and believes games can be more than entertainment. If you need someone who brings technical know-how, creative problem-solving, and an inability to accept "that's impossible" as an answer, let's talk.

I'm ready to dive into commercial game production, to create experiences that matter, and to solve problems I haven't even encountered yet.

Want to create something memorable together? Let's Connect

Contact

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©2023 by Mona Shayeghi

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