
Mariam Gamil
Sound & Game Designer
Hi! I'm Mariam (Ri), an Egyptian sound & game designer based in Barcelona, Spain. Check out my work!
Latest projects
Starkeeper (2024)
As a Starkeeper, you give an oath to always ensure that the night's sky always lights up. But, what happens when a star strays from its celestial path? Join in on a text-based adventure to return the star to its rightful place. Along the way, you might learn about courage and finding light in the dark.This game was created for Iffly's MiniGame March competition and won 3rd place.My Role: Writer
Contact
Game Design
Starkeeper (2024)
As a Starkeeper, you give an oath to always ensure that the night's sky always lights up. But, what happens when a star strays from its celestial path? Join in on a text-based adventure to return the star to its rightful place. Along the way, you might learn about courage and finding light in the dark.This game was created for Iffly's MiniGame March competition and won 3rd place.My Role: WriterMaterials: Game
Knitflip (2024)
A multiplayer movement-based parkour/skating racer. Up to 4 players enter a track and have to win the race. Challenges include: obstacles that slow you down or kill you instantly. The general vibe includes character made out of yarn, urban environments, glitchcore aesthetics.My Role: Game Mechanics - UI/UX Design - Audio Implementation - QA - GDD DocumentationMaterials: Gameplay Video and GDD
Bob's cabinet (2022)
Strategy action game set in a fictional thrift shop acting as a store-front for demons. The player has to collect the required souls without getting caught and trade them with demons in hell.My Role: Level Design - Sound Design - Game Mechanics - GDD DocumentationMaterials: Prototype video gameplay and GDD
About
Hello! My name is Mariam Gamil, but most people call me Ri. I’m originally from Cairo, Egypt, and based in Barcelona, Spain.I didn’t always plan to work in games, but that changed after playing Hellblade: Senua’s Sacrifice and seeing how sound, design, and narrative shape emotion and atmosphere. Now, I work as a game and sound designer, creating experiences where SFX and gameplay support the worlds they belong to. I enjoy adapting my work to each project and collaborating on interactive stories.I’m currently looking for junior or freelance opportunities in game and/or sound design. Feel free to reach out!
Favorite Games
The Last of Us I & II, Alan Wake 1 & 2, Hellblade: Senua's Sacrifice, The Witcher 3, Clair Obscur: Expedition 33, Cyberpunk 2077, Breath of the Wild, Hades, Hades II, & Undertale
Skills







Genre: Strategy - Action - Stealth
Platform: Microsoft Windows
Target Audience: Teens & Young Adults
Engine: Unity
Development Time: 8 Weeks

Overview
Bob is just your ordinary demon who wants nothing more than to provide for his demon babies. Therefore, he asked Lucifer for help. To his surprise, the fallen angel himself offered Bob the most important job of all: to catch souls and feed demons in hell.Now, Bob went to France to open a thrift shop and lure customers in to make his boss happy. Will Bob be able to keep the front without getting caught? It's all up to the player's strategy.
Goal
The player has to collect the required souls without getting caught and trade them with demons in hell.
My Role
Level Design - Sound Design - Game Mechanics - GDD Documentation

Gameplay Loop

Prototype Gameplay Video

Genre: Psychological - First Person Adventure - Walking Sim - Mystery
Platform: Microsoft Windows
Target Audience: Teens & Young Adults
Engine: Unity
DAW & Middleware: REAPER & FMOD
Development Time: 7 Weeks
Teaser Trailer
Overview
A group of friends are developing an XR project of "A Midsummer Night's Dream", however, their real life and relationships are not working out the way they want to. Taking matters into their own hands, one of the characters, Kendall, proposes to replicate the theatre set in the game as a way to live an idealized and scripted version of their lives.After being trapped in the simulation and forgetting their original existence, things start to fall apart for Hayden. They start to experience unusual events that make them question their reality. This leads to Hayden starting a journey to find out the truth.
Goal
The player has to explore and collect clues in order to progress the narrative.
My Role
Script Editor - Sound Design - In-game Music (except the starting menu) - Sound Implementation - Game Mechanics - GDD Documentation
Core Gameplay loop

Gameplay video

Overview
Adeline’s Song is a narrative adventure game in which different choices, presented to the player, influence the events in the storyline. It was a concept created for a university application.Since it is a narrative-focused game, the gameplay was kept simple using dialogues and quick time events. Additionally, there are collectables scattered throughout the game that the player can search for.Teens and adults interested in games such as Florence will enjoy Adeline's Song.
Story
Amy, a woman in her early 20s, has suffered the unfortunate, sudden loss of her mother – Adeline.While packing her mother’s belongings, Amy finds a box filled with mixtapes and a Walkman. Amy - being an avid music lover - decides to play one of them.Suddenly, the walkman starts to glow. She finds herself travelling back in time to the date the tape was put together by her mom.
Understanding the Walkman's ability, she takes advantage of the mixtapes to travel back in time, through the ‘70s, ‘80s, & ‘90s, to meet her mom and get closure.



Game Audio
Music
Welcome to my little musical realm for gaming adventures! Here, you'll find original music that I've crafted for various game projects I've had the privilege to work on.
On Cue: 4 Tracks
Spectre: 1 track
Adeline's Song: 1 track
Sound design
Hey there! Here you'll find all the sound design I've worked on so far. It's a mix of projects I've had during university classes and some amazing games I got to be a part of. Hope you enjoy how I brought these virtual worlds to life.
games
You're It (2024)
I was the sound designer on this game and created all the sound effects for the gameplay, trailer, and teaser trailer. The sounds are a mix of library assets and custom foley recorded and designed by me. I mixed everything myself and handled all audio implementation using FMOD. Though for this project, the music was composed by Jovan Milisavljevic.
On Cue (2023)
As the sound designer, my task was to create the right eerie atmosphere to match the tone of the game. I was in charge of creating and mixing the music, as well as the sound assets for the games. Additionally, I was guiding the programmer during the implementation process using FMOD.
Bob's Cabinet (2022)
As the player kills an NPC, a death animation appears. So, based on how the animation plays out, I made sure to capture the actions well. With the piercing, bones breaking, and sound of blood.
redesigns
Palia
While playing Palia, I was mesmerized with its world. So, I decided to redesign some elements of the game myself as a way to improve my skills.
other projects
The Nun
This sfx project was a small collab project with my friend Paula Cañón, who created a beautiful art project inspired by her DnD character from our campaign. I was on a time crunch, but I had so much fun designing the sound effects and find the fitting atmosphere for it. I started by using Paula's storyboard that she had made to try and get the feel first and then adjusted things once I saw the final project.
Unreal Engine Environment
This environment was made in Unreal Engine by Erce Subaşi. I asked for permission to create sound for this ~5 sec clip. I've created two versions; one with basic ambient music, and the other with sound only. The environment's sound design vibe was inspired by environments in Horizon Zero Dawn and The Legend of Zelda: Breath of the Wild.
Monster Rawr
A sound design assignment for Cologne Game Lab. A video with no audio was delivered to me, and I was required to imagine what the monster sounds like and design accordingly. All sounds were Foley objects recorded by me.
documentation
Hey there! You'll find all the documentation files for all the games I've worked on here. I have either fully written or contributed to writing these game design documents.
Knitflip (2024)
On CUe (2023)
Bob's Cabinet (2022)

Genre: Multiplayer, Party, Action, Casual
Platform: Microsoft Windows
Target Audience: Teens & Young Adults
Engine: Unity
DAW & Middleware: FL Studio & FMOD
Development Time: 3 Months
Overview

The game combines obstacle course-style challenges with racing elements. Players choose a character for the race, but the choice does not affect gameplay. Once a character is selected, the race begins.Players start at the starting line and navigate through various obstacles. There are 3 main types of obstacles; scissors, nail beds, and steam. During the race, players can perform tricks to gain momentum and collect coolness-points to increase the Shred-O-Meter. These tricks can be performed whether mid-air or on rails. If players would like a boost to speed up, they can use their coolness-meter.After reaching the finish line, they loop through the map for the next lap. The winner is the first person to reach the finish line in the third lap.
Goal
-Be first to cross starting line
-Perform tricks to increase coolness-meter for a speed boost
My Role
Game Mechanics - UI/UX Design - Audio Implementation - QA - GDD Documentation
Gameplay Loop

Gameplay Video

3rd place winner
Overview
Created for Iffly's MiniGame March competition, Starkeeper is a story about finding light in the darkness.In this text-based adventure game, you play as a Starkeeper, someone who promises to keep the night sky shining bright. But one of the stars has derailed from its usual path and lost its light.Your job is to go on a journey to bring it back where it belongs. Along the way, you'll face challenges that teach you about bravery and how to find hope even in the darkest times.

My Role
Writer

Genre: Psychological Horror, Puzzle Platformer
Platform: Microsoft Windows
Target Audience: Teens & Young Adults
Engine: Unity
DAW & Middleware: FL Studio & FMOD
Development Time: 2 Months
Game Trailer
Overview
The story explores the cycle of abuse, illustrating how those who are abused can become abusers themselves. This theme is represented through a series of layered challenges, emphasizing that abusers are also victims of their own actions.The game begins with a 7-9 year old child playing tag. Initially, the child is being chased, but once caught and becoming "it," they must find and tag someone else, perpetuating the cycle of violence.Game play involves solving puzzles via a layering mechanic that enables the players to manipulate the environment.
Goal
Reach the end of the level without dying.
My Role
Game Designer - Sound Designer - Audio Implementation - Documentation
Gameplay Loop

Gameplay Video














