Producer & Game Designer

Farnoud Fathi

Producer & Game Designer focused on crafting engaging player experiences and optimizing development pipelines. I specialize in cross-disciplinary collaboration, agile production, and data-driven design to keep teams aligned and deliver high-quality games.
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Project Manager, Game Designer

A fast-paced, high-fidelity boomer shooter developed over 18 weeks with a 10-person team. Designed core gameplay mechanics, optimized level progression, and streamlined production pipelines—earning the Best Project award at VFS.

Producer, Designer

A VR installation experience that challenges the limits of human curiosity. You witness a post-AI world where humanity's survival depends on restraint—but your curiosity seals its fate. Featuring a real-world installation and a VR replica with shifting perspectives, Immanuel was showcased in three countries to 1,200 viewers.

Project Manager, Designer

An interactive platform for parallax-free AR no headset required. Showcased at NYU and a major NYC exhibition, it redefines how we perceive the world around us.

       ''Spray N' Pray is a fast-paced, first-person boomer shooter where players take control of Justinian, a priest anointed by God to vanquish demons and fallen angels plaguing the Earth!"

Project Breakdown
Team of 6 & 4 External Collaborators
18 Weeks Production and 8 Sprints

Spray N' Pray - Project Manager, Designer

Download & Play Spray N' Pray

As the Project Manager

  • I kept the team 30% ahead of schedule by setting clear, achievable milestones and ensuring everyone had what they needed to execute efficiently.
  • We avoided crunch by prioritizing iterative design and constantly refining our mechanics without last-minute overhauls.
  • I also coordinated cross-discipline efforts, making sure art, code, and gameplay were always aligned and delivered on time.

As a Game Designer

  • Designed enemy encounters to feel intense but fair by balancing damage values, health scaling, and resource drop rates.
  • Ensured a constant sense of tension where players felt challenged but never completely out of options.
  • Iterated on combat design through extensive playtesting, refining pacing and encounter flow.

Why We Won Best Final Project at VFS

  • Gameplay felt incredible due to constant iteration, detailed design documentation, and rigorous playtesting.
  • The team stayed ahead of milestones, allowing us to increase visual fidelity and polish beyond expectations.
  • Rapid playtesting and thorough bug tracking resulted in a smooth, nearly bug-free experience.
Accomplishment 1

From Concept to Engine: A Complete Enemy Pipeline

Structured pipeline across 3 disciplines (concept art, 3D, and programming), ensuring 100% asset integration into the engine. Managed external collaborators, enforcing quality standards that reduced revision cycles by 30%.
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Accomplishment 2

Dynamic Enemy Design: Intense, Fluid, and Fair Combat

Led 30+ playtests, iterating on AI behaviors and combat design to develop 5 unique enemy types and a multi-phase boss. Managed documentation and GDD improvements, cutting design iteration time by 40% while maintaining gameplay balance.
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       "An immersive VR experience showcasing a complex and multi-layered post-human installation. Explore a diverse range of experiences including reading a graphic novel, exploring an abandoned laboratory, Find Clues, and meeting the enigmatic Immanuel through VR."

Project Breakdown
Team of 8
6 Weeks Production and 4 Sprints

Immanuel - Producer, Designer

Watch Documentaion of the Installation

As the Producer

  • Kept the team on track through clear sprint planning and weekly check-ins, ensuring we delivered a polished installation within 6 weeks without last-minute crunch.
  • Facilitated smooth interdisciplinary collaboration with structured documentation and efficient communication, ensuring artists, engineers, and designers stayed aligned.
  • Identified and mitigated real-world production risks, such as venue limitations and hardware constraints, by coordinating logistics and adjusting development pipelines accordingly.

As a Designer

  • Designed immersive horror interactions that drew players deeper into the experiencDesigned immersive interactions that seamlessly connected real-world installations with VR using Arduino-based physical inputs, reinforcing player engagement through tangible interaction.e by using environmental storytelling and psychological tension instead of cheap jump scares.
  • Led rapid prototyping and iteration cycles, refining the experience through hands-on playtesting to ensure seamless interaction between real and virtual spaces.
  • Designed synchronized audio and visual cues to guide players naturally through the experience, ensuring smooth progression and clear narrative delivery.

Why We Got Showcased In 3 Different Continent

  • Pioneered a hybrid real-world & VR storytelling approach, seamlessly blending physical installations with virtual flashback sequences for deeper immersion.
  • Merged multiple disciplines—sculpture, comic book art, physical installation, and VR—to craft a unique, multi-layered narrative experience.
Accomplishment 1

Global Showcase Success: 1,500+ Attendees Across 3 Countries

Secured global showcases across three countries, driving 1,500+ attendees in just 16 days by proactively managing outreach, negotiations, and follow-ups with event organizers.
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Accomplishment 2

Multi-Disciplinary Execution: Art, Tech & Story in Sync

Orchestrated seamless collaboration between artists, engineers, and storytellers, ensuring a cohesive multi-layered experience that maintained creative vision while optimizing workflow efficiency.
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       "an optically see through Augmented Reality (AR) platform capable of displaying parallax-free images superimposed over a physical object in correlation to the scene behind it."

Project Breakdown
Team of 2
4 Weeks Production

reFrame - Product Manger, Designer

Watch reFrame in Action

As the Product Manager

  • Researched and sourced essential hardware components, securing key materials like mesh screens, Kinect tripods, and wooden frames to streamline prototyping.
  • Established clear task lists and schedules in collaboration with the tech artist, ensuring efficient resource allocation and steady development progress.

As a Designer

  • Collaborated with the tech artist to prototype and iterate on the tool, ensuring the display seamlessly integrated into the intended workflow.
  • Designed a functional HUD display tailored to project requirements, defining use cases and refining interactions to enhance usability.