Mogal Azmal Baig
Current Education: Bachelor's degree – Computer Science & Game Development (CSGD), Backstage Pass Institute of Gaming & Technology, Hyderabad
Location: Hyderabad (Native: Guntur, Andhra Pradesh)
My games : https://mogal-ajmal.itch.io/
Steam Project: Escape From Shabah (Steam Workshop)

About Me
I'm a passionate and self‑driven game developer who focuses on creating meaningful mechanics, unique concepts, and efficient systems. I prefer simple, direct, practical methods instead of overly complicated approaches. My games are built with strong imagination, emotional depth, and gameplay-first design.
I work independently, handle all systems on my own, and use AI tools only for speed — not creativity. I have worked on multiple personal projects and released several titles on itch.io and Steam. My goal is to deliver experiences that stay in players' minds.
Programing Languages and How I work
Featured Game Projects
1. Escape From Shabah
Platform
Steam Workshop

steam

Steam Workshop::Escape From Shabah

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Description
A psychologically intense escape experience where the player navigates through eerie environments influenced by unseen entity. The design focuses on tension, mystery, and world-building.
The game is in physical format but I and my friend recreated this game in Table top simulator game and published to game's workshop
Other Released Games on itch.io
1
Cap Man Pupi
Platform: unknown link

itch.io

CAP-MAN-PUPI

A timed-movement platformer where every step counts. Move, pause, and plan your survival before your past catches up.

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Description: Cap Man Pupi is a minimalist 2D platformer built around time, death, and memory. Your movement is limited — every step and jump counts. When you die, your corpse stays behind, becoming part of the level and sometimes even the key to progress. Use shields to survive danger, manage your movement time wisely, and discover how even death can become a tool. Jump. Die. Learn. Repeat.
Genre : Puzzle Platformer
2
Pong Advanced
Platform: unknown link

itch.io

PONG ADVANCED

Available for Windows

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Description: This is a rebuild of a game pong with AI including you can play . Player vs Player ,Ai vs Player , Player vs Ai , AI vs AI
Genre : Arcade
3
Jet Game
Platform: unknown link

itch.io

JET GAME

Available for Windows

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Description: This game is made in a collage task it is a team work 3 people including me but the total work is done by me and this game is like a shooting jet game
Genre : Shoot 'em up
4
Spookey Test
Platform: unknown link

itch.io

SPOOKEY TEST

Available for Windows

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Description: It is a basic platform game my first platformer game all the visuals are generated by AI which is very good tool it helped me a lot in image generation or 3d model generations for my projects
Genre : Platformer
5
Ledge Grabbing and Wall Running Mechanics
Platform: unknown link

mogal-ajmal.itch.io

Description: it is not a game but i implemented ledge grabbing and wall running mechanics for collage project
6
Blok Ary
Platform: unknown link

mogal-ajmal.itch.io

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Description: This game is a game jam project made by me and my 2 other friends and most of the part of level design and character visuals all the stuff and checkpoint system and polishing player mechanics is done by me and our bad that we cant submit the game for game jam .
Genre : Platformer
7
Mazee Ball
Platform : unknown link

itch.io

MAZEE BALL

This is a maze game where a ball with special abilities flows to the end while avoiding obstacles and enemies.

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Description: It is a 3d maze game with some enemies and other stuff its a good game with some mechanics
Genre : Puzzle, Maze
8
Don't Be Blown
Platform: unknown link

itch.io

DON'T BE BLOWN (Pop or Survive!)

THIS GAME IS MADE FOR A GLOBAL GAME GAM BY ONLY ONE PERSON

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Description: This is a 2d Platformer game it started as a team project for game jam but ended as a solo dev game . all the stuff player level ui made by own and unfortunately and with the lazy team i am not able to submit in game jam but i posted in unknown link
Genre : Platformer
9
Brick Brake Killer
Platform: unknown link

itch.io

Brick Brake Killer

​A small brick breaker game only 2 levels with shooting enemy bricks

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Description: This is a brick breaker game with shooting bricks like enemy bricks which kill us game has only 2 levels one is normal and other with killer bricks and we can activate shield with "E" Key .In feature i can expand it add new interesting ideas .
Genre : Brick Breaker, Arcade

10 . DLC PROJECT ON RESIDENT EVIL

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RE_SilentWard_GDD.docx

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Description : Its a DLC document made for the class project and we focused on the game Resident evil it overall view of dlc is you as a normal person you struggle with the situation of the horror monsters in the city your sister becomes injured so you took her to hospital and you face a horror situation there so your goal is to clear our or escape the enemies and restore power get out of the hospital.

11 . PERFECT BLOCK MOD FOR GROUNDED 2

Nexus Mods :: Grounded 2

PERFECT BLOCK

this is a perfect block mod for latest grounded 2 beat the heat update. enjoy you combats

Description : this is a perfect block mod for grounded 2 game what this mod does when we do a block and a bug hits you your all block are counted as perfect block
My Unique Game Concepts
1
TEZ MARK Child Concept :
A surreal story based on a child's soul imagining its final days without knowing he has already died. The game avoids showing body, blood, or harm. The experience is emotional and narrative-driven without graphic content.
Tezmark A 10-year-old boy named Tezmark lives in a haunted house. No one believes the boy or his parents notice the evil. The demon possessing the house slowly takes over Tezmark, until he dies—yet somehow keeps living like he's never dead. You begin as Tezmark. He closes his eyes to sleep. The screen goes pitch black. After a moment a single street-light appears; Tezmark whispers, It's so dark—take me into the light. Footsteps start behind you. Tezmark panics: Who are you? Don't! I'm afraid! You start running. Scary noises and demon growls chase you until you reach the first spotlight. Inside it you're safe—on the wall appears a family photo of Tezmark with his parents, and a short story paragraph. A button pops up with instructions for all spotlight types. There are four types: 1. Normal spotlight – enter and you're safe until you step out. 2. Illusion spotlight – it looks real but vanishes when you get close. 3. Dark-and-light spotlight – enemies with light abilities can kill you inside it. 4. Devils-play spotlight – enter it and loud noises scare you so much you close your eyes and die. Enemies are also four types: 1. Normal enemy – bring it into a normal spotlight and it dies. 2. Illusion-showing entity – it makes fake spotlights. Drag it into normal light to kill it; you can trick it by staying in dark, letting it chase you, then dash to light. 3. Light-dark entity – it roams in dark or light, only in light-dark spotlights. Kill it with the full-light ability (a flashlight) you get after defeating other enemies. 4. Demon boss – spawns in level five. It enters any spotlight. It has all powers of the other bosses. Defeat it only with every ability you collected. It eats you from inside the more times you die trying. Every time you die you respawn in the dark, right in front of a spotlight. The screen flashes like you're losing blood; a text appears: scars or severe injury with blood drops. Each spotlight you visit gives one more piece of your own story. When you finally defeat the demon boss you face five doors—one for every boss symbol. Use the demon's ability to find the correct door: all doors shine but one shines slightly different. Pick it and you've beaten the demon, but you're hollow inside and will die again in two days.
2
GINE Game Concept :
You play as Gine, a jinn who can change his appearance. The kids in the story witnessed the rowdies beating someone on the top floor of the house and saw something they weren't supposed to see. They grabbed some important papers and ran to their safe house, scattering the papers along the way. Now the rowdies are coming to the safe house to search for the kids and the papers. The kids need to hide and stay safe—they can't be seen or caught. Gine has to collect all the scattered papers before the rowdies find them. Gine uses his ability to change appearance to sneak through the house without being noticed. Once Gine has all the papers, the kids can escape safely.
3
THREADBORNE : Game Concept
Threadborne is an atmospheric action-adventure game set in a mysterious cosmic region called the Astral Rift — a place between dying stars and newborn galaxies, filled with floating debris, ancient fragments, and unstable energy fields.
You play as a thread-like star entity, a living wire of cosmic energy that starts small but grows by absorbing small asteroids and energy particles. Every item you collect increases your size, strength, and the range of objects you can interact with.
The core gameplay focuses on:
  • Fluid movement through open cosmic environments
  • Physics-based grabbing and throwing, using extended energy threads
  • Growth progression, unlocking the ability to grab larger objects
  • Advanced powers like teleportation, wormhole creation, and telekinesis
  • Final evolution, where the entity can change forms, influence time, and uncover its own origins
As you evolve, new areas of the Astral Rift open — shattered planets, nebula tunnels, abandoned cosmic machines, and ancient star ruins — creating a feeling of discovery and transformation. The player’s journey is about mastering power, controlling growth, and understanding what it means to be a cosmic being made of living thread.

Programming Languages & How I Work
C# — Basic to Intermediate (Learning Actively)
I studied C# in college and used it for all my Unity projects. Teaching at college was focused on exam-style questions, so I forgot many exact answers after the semester — now I can write C# code a little bit on my own and improve quickly when I think through logic and use AI tools for help.

AI is an integral part of my workflow and acts as my coding assistant:
  • I use it to generate snippets, fix bugs, explain concepts, and speed up development.
  • I always review and adapt AI-generated code so I understand it and keep control of the project.
Java / Python / C++ — Learned Previously
I studied these languages during coursework but I don't actively use them now. The fundamentals are known, and I can relearn and apply them quickly if a project requires it.
How I Work
Start small: I begin by writing minimal code and expand from there; thinking + doing helps me remember and learn.
AI-assisted development
I use AI as a helper, not a replacement. It speeds up prototyping, helps find solutions, and improves code quality when I review the output.
Finish-first mindset
I prioritize shipping functional builds, polishing gameplay, and fixing bugs — finishing projects matters more than perfect code style for early career roles.
Skills & Tools
Unity (C#)
Game Mechanics Design
Level Design with ProBuilder
Narrative and World Design
Character System Design
Physics-based interactions
2D/3D hybrid camera systems
Efficient, practical, minimalistic problem solving
Why I Build Games
I create games from pure imagination and hard work. I don't rely on others — even team projects end up being developed by me alone. My focus is always on finishing, polishing, and delivering a strong experience, no matter the struggles. The truth is, I work alone. Every idea I get is big — sometimes on the scale of AAA games — but as a solo developer, I build whatever I can with the time, tools, and skills I have today. That’s why my games look simple: because I focus on making them real, not perfect. I don’t wait for money, a big team, or advanced skills. I take my ideas, break them down, and build the core mechanic that matters. This is why my projects look basic but feel unique — they are small windows into much larger worlds I want to create someday.

Why You Should Hire me
I don’t just dream — I build.
As a solo developer, I have consistently turned raw ideas into playable games, handling all aspects: programming, design, level-construction, polish, release. I don’t wait for perfect conditions. I start, I build, I ship.
I use AI as a tool — to speed development, help debugging, and learn faster — but I always keep control over structure and logic.
I adapt quickly, learn fast, and push through challenges until the game works. I’m not afraid of bugs, missing assets or chaos — I enjoy solving them.
If you hire me, you get someone who: finishes what he starts; builds entire games alone; learns on the fly; handles gameplay, systems, design and optimization; and delivers playable builds with minimum supervision.
I’m ready to put in the work.

HERE IS MY RESUME

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Mogal_Azmal_Baig_Resume.pdf

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