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lab
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Issue 001
Mansion Lime level design
Game Design

What Makes a Multiplayer Map Feel Fair — and Why Most Don't

Deconstructing sightlines, choke points, and spatial memory through the lens of competitive level design. A study using Mansion Lime as the primary case.

14 min read Read →
Zuma
3D / Unreal

Stylized Environment Design — What Color Grading Can't Fix

12 min
Imuna
AI Tools

AI Concept Generation — Where It Helps and Where It Fails

7 min
Apartment
Arch Viz

Photorealism vs Atmosphere — Notes on Coastal Apartment Viz

10 min
Garden Wars
Review

Rebuilding a Unity Game in Unreal Engine 5

6 min
More Stories
Chair Dorel
Tech Notes

Blender vs V-Ray for Product Visualization

Render time, material fidelity, and client-delivery workflows for hard-surface product work.

9 min read
Garden Wars
Game Design

Tower Defense Reimagined — Notes on Garden Wars

How environmental destruction and dynamic weather redefine strategic placement in real-time.

8 min read
Character
3D / Unreal

Character Sculpting — From Concept to Real-Time Asset

A breakdown of the character pipeline from ZBrush blockout to in-engine presentation.

11 min read
lab

"The Lab is black and white because the experience is not. What you see here is only my reading of a work — a filtered, subjective perspective. The color, atmosphere, and full impact still belong to the original experience. To see it fully, you should play it, watch it, read it, or explore it yourself."