Abdulaziz Tayeb

Game Designer / Game Developer

Designing interactive experiences that make players feel something.

GAME DESIGNUNITYNARRATIVELEVEL DESIGNSYSTEMS DESIGN
Case study · Solo · Unity · Pre-alpha proof of concept

Knight Night

A dark fantasy action game about a cursed knight hunting the five rulers who split his soul, and the work of making dozens of separate systems behave like one.

The first Knight Night teaser: in-engine footage with AI-generated storybook cutscenes.

The approach

Knight Night is built entirely from existing assets that I sourced and funded myself, working solo. The craft is in selection and integration: choosing pieces that belong to the same world, then bending them into one tone, one look and one set of rules.

The lore, powers, arenas, movesets and overall feel are my design. Some assets, including AI-generated character art, are placeholders until a full release.

The knight beneath the towers of the final castle

Five places, five moods

The story decides the place, and the place decides how the game plays. Each region has its own temperature, silence and pace. Scroll through, or tap an image to enlarge it.

The castle at Ogros
OgrosStained glass against a dark silhouette. The hub you keep coming home to.
The knight in a misty forest of bare trees
Lumtane WoodsBare trees, fog and a tower you can see long before you reach it.
The knight under a full moon between dark trees
Lumtane WoodsMoonlit stillness. Dread built from distance and silence.
A candlelit tower interior with a wooden staircase
The towerWood, stone and candlelight in a place that still feels wrong.
A circular chamber with glowing runes and elemental orbs
The sanctumRunes and drifting orbs of light hint at the magic before it is used.
The knight climbing a snowy mountain with ruins ahead
Frozen-Steel MountainsNo grunts, just a climb through a dead kingdom in a whiteout.
A dragon looming over the knight in falling snow
The summitSnow, silence and a single glowing weak point.
Burning watchtowers under a bright moon
Stoneforce FortressNight, smoke and firelight. Loud, tense and built for war.
A burning fire pit in a desert camp
Stoneforce campBonfires, palms and watchtowers. Even the camp feels hostile.
An orc warlord on a throne between skull torches
The arenaSkull torches and a throne. The space announces who rules it.
The knight on a dune above a lava field, castle on the horizon
Gold-Pearl CastleA burnt-orange sky, a volcano and a fallen order's seat ahead.

Feel & atmosphere

Footage with no commentary: how the game moves, sounds and feels to walk through.

Combat that fits the setting

Three weapon styles, magic, special attacks and equipment give the player a toolkit. Each region's big encounter is shaped by its setting: a climb that ends at a dragon's weak point, a duel on a bridge, a tower where the light shifts as a necromancer weakens.

Casting a fire spell on the forest road toward the castle gate
Fighting a bandit on the forest road to Ogros

Narration & dialogue

Narration frames each stretch of the journey, and the people you meet speak in their own voices. The world explains itself while you're already moving through it.

Narration over an aerial view of the walled town of Ogros: He had finally made it to Ogros
A lord on his throne addresses the hero in a subtitled in-game scene

Boss presentation & in-game cinematography

Staged entrances, camera work and music cues, all running in the engine.

Tens of systems, one experience

A game looks simple when it works. Underneath, dozens of separate pieces have to agree with each other:

  • Three combat styles + magic
  • Weapon switching & special attacks
  • Equipment & inventory
  • Quests & narration triggers
  • Cutscenes & dialogue
  • Music & atmosphere switching
  • Boss encounters, loot & ability unlocks
  • Enemy behaviour & balancing

Every one of them touches others. A small change to a weapon's timing ripples through enemy pacing, boss fights and balance. Making them work in harmony took precision and constant small iteration, and it's the part of Knight Night I'm most proud of.

The equipment and inventory screen
Recognition

Best Unity Game

Annual Pro-Games Exhibition, Alfaisal University, December 2023

Best Game Award certificate presented to the Knight Night project
Abdulaziz holding the Best Unity Game trophy and certificates
Case study · Team project · Published research

MASTERM1ND

What if learning cybersecurity felt like being the hacker? Each lesson is a mission, and the mistakes you'd make are the ones you're taught to avoid.

MASTERM1ND title screen

Published research

MASTERM1ND became a research paper, "MASTERM1ND: A Virtual Reality Web-Based Cybersecurity Awareness Game," published in the HCI International (HCII) proceedings in 2025, which I co-authored with my team.

In a preliminary survey of 20 mostly university participants, players reported a better grasp of password and phishing risks.

First page of the published paper: MASTERM1ND, A Virtual Reality Web-Based Cybersecurity Awareness Game

The story

You are Simon, a white-hat hacker sent after KA.OS, a group building a virus that could take down the web. Every level has a reason to exist in the mission, and a few let you watch KA.OS slip up from the inside. I wrote the story and directed how it was told.

Networks cutscene. AI-generated; I chose the voice, music and visuals.

Lessons as mechanics

Passwords become a guessing puzzle with escalating tiers, and the last tier is unbeatable on purpose, because that is the lesson. Phishing becomes four sorting challenges: spear phishing, smishing, vishing and email. Public Wi-Fi and a charging port become scenes where you watch what happens next, first-person at an airport. Lives, a timer and star ratings give each level stakes.

Level select screen showing the four levels
Four levelsPasswords, phishing, unsecured networks and unsafe charging ports, each with a star rating and best time.
Password level with an objective panel and a guess input
PasswordsDecode the pattern hidden in a username to guess the password. Three difficulty tiers.
Smishing challenge with three text messages to compare
PhishingSpear phishing, smishing, vishing and email. Pick the suspicious message.
Unsecured networks level: a phone listing Wi-Fi networks, seen from the KA.OS point of view
Unsecured networksWatch what a victim picks from a list of Wi-Fi networks, and see why the open one is the trap.
Locked file prompt asking for a key-code
Unsafe charging portsHack the secure port by finding the hidden key-code.
First-person view of an airport hall with movement controls and a KA.OS POV label
Ports: live feedAn extension of the ports level. A first-person feed of the airport where you search your surroundings for the key-code.
Airport hall seen from an escalator with the label: You are now the victim
Ports: the victimThe perspective flips, and you become the victim.
First-person view of hands on a laptop showing Target Phone Connected, Hacking in Progress
Ports: the attackOn the attacker’s laptop, a connected phone is hacked while the key-code is fetched.
First-person view of a phone with a low battery beside a charging station
Ports: the charging stationA low battery and a public charging bank set up the attack.

Look & sound

Black and neon green for the hacker feel, with a colour of its own for each level: red for KA.OS, magenta for phishing, orange for ports, hard edges, electronic music and arcade-style beeps. The team used ready-made assets, so the work was fitting them into one coherent identity.

MASTERM1ND main menu

Team & takeaways

I covered story, audiovisual direction, level mechanics, design direction, implementation support and documentation. Working in a team taught me to carry a design decision all the way into code and documentation so everyone builds toward the same thing. The excerpt shows how I documented the look and sound.

Excerpt from the MASTERM1ND design document: the Aesthetics section covering graphical style, colour palette, music genre and sound effects

Make the player feel something.

Every part of a game, from its story to its sound to the way a sword swings, should pull toward one feeling. Players don't watch the work. They walk through it.

Story & gameplayDoes the mechanic reinforce the story, or fight it?
Audio & visualsDoes the environment speak before the character does?
Systems & pacingWhat has the player just felt, and what comes next?
Player choiceHow do they fail, experiment and make it theirs?
Portrait of Abdulaziz Tayeb

About me

I'm a Software Engineering graduate from Alfaisal University, drawn to the place where story, atmosphere and gameplay meet. I like building worlds and making all the parts of a game agree with each other.

I've spent years making games in Unity, learning by building and iterating. Knight Night is my solo, end-to-end project, a world assembled and tuned into one experience. MASTERM1ND is my team project, a published research game.

Game Development Club — I was involved in the club at Alfaisal, took one of its game development courses, and worked on some of the club's projects.

Abdulaziz Tayeb

Interested in building games that people remember.

Aztayeb11@gmail.com