Pouria Mojdeh

One-man Army

Known for:

Forsaken: Pieces of Ellie, Architectural Visualization, Game Development, Environment Design, Level Design, Scenic Design, 3D Art, Architectural Research, Unreal Engine, Architectural Education

Biography

Pouria Mojdeh, born in 1991 in Tehran, Iran, is an Iranian architect, scenic designer, 3D artist, and independent game developer with over a decade of professional experience across architectural visualization, digital art, education, and interactive media.

He holds a Bachelor’s degree in Architecture from Soore and a Master’s degree in Architecture from Islamic Azad University, South Tehran Branch, having studied architecture throughout both stages of his academic education.

His professional career began in architectural visualization, where he developed expertise in 3D modeling, rendering, and the creation of realistic architectural imagery. Over the years, his work expanded beyond visualization into architectural research, publishing, education, scenic design, and eventually independent game development.

Alongside his professional practice, Pouria has contributed to architectural publications and research. His work includes contributing to the book Atashgahi Dar Khab-e Atashha and participating in the Contemporary Architecture of Iran book series. He has also contributed to architectural publications including Memar Magazine, Naghsh-e Memar Magazine, and Mehraz Magazine.


Architectural Research & Publications

Pouria’s architectural career has included a significant focus on research, writing, and publishing alongside visualization and design.

His published and research-related activities include contributions to:

  • Atashgahi Dar Khab-e Atashha — Co-author
  • Contemporary Architecture of Iran — Book Series
  • Memar Magazine
  • Naghsh-e Memar Magazine
  • Mehraz Magazine

His architectural interests extend beyond visual representation toward the documentation, analysis, and communication of architectural ideas and cultural environments.


Architectural Visualization

With more than a decade of professional experience in architectural visualization, Pouria has worked extensively with digital 3D production and realistic rendering.

His work in this field focuses on translating architectural concepts into highly detailed visual environments while emphasizing realism, atmosphere, spatial composition, lighting, and material representation.

His experience includes 3D modeling, architectural rendering, environment creation, and real-time visualization using modern digital production tools and game-engine technologies.


Teaching & Education

Education has been an important part of Pouria’s professional career.

He has more than a decade of experience teaching architectural rendering and visualization software through professional architecture training institutes.

His teaching experience also includes:

  • 2 years of university-level teaching
  • 3 years of teaching at the school level
  • More than 10 years of teaching architectural visualization and rendering software at professional institutes

His educational activities have covered architectural visualization, rendering workflows, 3D production, and related digital tools.

He has also taught game development and game production, including subjects related to Unreal Engine, environment art, level design, and interactive spatial design.

Through both architecture and game development education, he has worked with students at different stages of their professional development.


Scenic Design

Pouria has also worked in cinematic scenic design, applying his architectural background to the creation and development of visual environments for film.

His experience in architecture, spatial composition, environment creation, and visual storytelling provides a foundation for designing spaces that support cinematic narratives and establish the visual identity of a scene.

This intersection between architecture, cinema, and digital environments has become an important part of his broader creative practice.


Game Development

Pouria’s transition from architectural visualization into game development emerged naturally from his interest in interactive environments and the possibilities offered by real-time technologies.

As an independent game developer, his primary areas of interest include environment design, level design, atmosphere creation, and visual storytelling.

His architectural background strongly influences his approach to game development. Rather than treating environments merely as visual backdrops, he approaches them as spaces that can communicate narrative, influence player behavior, and contribute directly to the emotional experience of a game.

His experience with architectural visualization, spatial design, and real-time rendering has also shaped his workflow in Unreal Engine.


Forsaken: Pieces of Ellie

Independent Game Developer

Pouria is the creator and independent developer of Forsaken: Pieces of Ellie, a narrative-driven first-person horror game developed under his independent studio, PAZH STUDIO.

The project combines his background in architecture, environmental storytelling, realistic visualization, and interactive media to create a detailed and atmospheric world inspired by the architecture and cultural landscapes of northern Iran.

The game explores themes including superstition, social traditions, isolation, and the psychological consequences of cultural and familial pressures.

Pouria’s role in the project extends across multiple aspects of development, with a particular focus on game direction, environment design, level design, atmosphere, architectural world-building, and visual development.

Forsaken: Pieces of Ellie represents the intersection of his architectural practice and his interest in interactive storytelling, transforming architectural spaces from objects of observation into environments that players can enter, explore, and experience.


PAZH STUDIO

Pouria is the founder of PAZH STUDIO, an independent creative studio focused on game development and interactive experiences.

The studio’s work combines architectural thinking, visual storytelling, real-time technology, and game development to create immersive digital environments and interactive projects.


Areas of Expertise

  • Independent Game Development
  • Game Direction
  • Game Design
  • Level Design
  • Environment Design
  • Environmental Storytelling
  • Atmosphere Design
  • Architectural Visualization
  • 3D Modeling
  • Real-Time Visualization
  • Scenic Design
  • Architectural Research
  • Visual Storytelling
  • Unreal Engine
  • Architectural Education

Artistic Philosophy

Pouria’s artistic philosophy is closely connected to the Conceptual Art movement and the relationship between ideas, perception, and visual experience.

He believes that human beings can experience a form of collapse when the conceptual structures surrounding their perception begin to break down.

His approach to realistic rendering is influenced by the work and ideas of the renowned avant-garde Polish painter Władysław Strzemiński, particularly the relationship between visual perception and previously experienced reality.

One of the principles that has influenced his approach to realistic visualization is expressed in the following statement:

“The human mind will perceive as real what has been previously experienced by the human eye.”

This philosophy has influenced his approach to architectural visualization and environment creation, where realism is not treated merely as technical accuracy but as a means of creating believable and emotionally convincing spaces.


Architecture & Games

Pouria’s work exists at the intersection of architecture, visual art, cinema, and interactive media.

Architecture provides the foundation of his understanding of space, while architectural visualization taught him how to construct believable visual environments. Scenic design introduced him to the relationship between space and cinematic storytelling, while game development expanded these ideas into interactive environments.

In his approach to games, the environment is therefore not simply a background. It is a narrative element, a gameplay space, and a means of communicating atmosphere and meaning to the player.

My Software Skills

The level of my proficiency in using software for architecture and game development.

Unrealengine 90%
3D Studio Max 90%
Corona Renderer 90%
Adobe Photoshop 90%
RizomUV 90%
Adobe Substance 3D Painter 80%
Zbrush 70%
Photogrammetry 70%
Adobe Substance 3D Designer 60%
Rhino - Rhinoceros 3D 50%
AutoCAD 50%
Adobe Premiere Pro 50%
Adobe After Effects 50%
Blender 30%
Maya 30%

MY CLIENTS

clients