About Me
I am a Computer Science graduate and a professional game programmer with experience in indie game development companies. I have a MSc in Games Programming from Kingston University London that helped me gain even more experience.
Technology and art are both essential to who I am. Nothing will ever be able to fulfill that for me as much as creating games does as they are the perfect blend of the two.
Being exposed to such a creative field and connecting to it personally is what will always drive me towards putting my heart and soul into my work.
Professional Projects
Hustler - Play To Earn Mobile(2022)
Published | Unity (Solo Development)Tools: Github, Trello
Hustler is a hyper-casual runner game that was developed for people looking to earn crypto rewards easily while enjoying a good game. This is a project I have worked on alone for a client and took me 6 months to develop.
The idea is to have an ongoing cycle where players compete for the highest scores for the highest of rewards. Once that cycle closes, the leaderboard of winners will be retrieved and the winning players will be rewarded on Binance separately. I also created a separate app for this game which controls the duration of the cycle and its closure.
I managed all this data through scripts that connect to the Playfab API.
What was the most interesting to me about this project was getting to deep dive into Playfab, and experimenting with what is needed for a simple game to become enjoyable.
Responsible for:
Integrated Playfab into game architecture for managing the backend (database of players and game entities).
Developed all gameplay mechanics and systems.
Created a difficulty manager for easy calibration.
Implemented animations and audio.
Integrated Unity Ads and monetization.
Kutla (2021)
Published | UnityTools: Plastic SCM, Jira
Kutla is a puzzle game that I worked on under the management of the Video Games Studio (VGS).
While my manager focused on the art and shaders of the game, I was responsible for managing the code architecture and creating all gameplay mechanics and features.
I also took part in a lot of the decision-making in the game design of the project.
2 modes were created: Adventure mode (where players pop similar colors pixels under a number of moves) - Drawing Mode (where players color in pixels on a white pixelated canvas and can save it locally in their gallery), and in addition players are able to play their own created level/drawing.
Responsible for:
Implemented Save System for saving pixel art drawn and levels completed.
Developed Adventure Mode System and all gameplay mechanics.
Developed Drawing Mode System and all gameplay mechanics.
Integrated a Levels system with difficulty management.
Created a Shop system through scriptable objects.
Integrated Unity Ads and monetization.
Island Keeper (2021)
Archived Project | UnityTools: Unity Collab, JIra
Set in a Mesopotamian legend, Island Keeper is an adventure game following the story of Tammuz, a Mesopotamian God of fertility, and his lover Ishtar, the Goddess of love and war, on the island of Failaka where the player discovers the island has been corrupted and takes control of Tammuz and his abilities to save the island. This prototype project is managed by VGS (The Video Games Studio) and I was the lead game programmer in it.
Responsible for:
Designed GDD (story-telling and cutscenes, gameplay mechanics, level design, enemies, weapons and equipment, ability system).
Programmed most gameplay mechanics and assisted in level design.
Programmed all classes relevant to main character.
Developed a touch-mapping scheme with the new input system of Unity.
Integrated team into Agile Development in Jira.
Managed all stages of prototype and its bug fixes.
Sudoku Mobile (2020)
Archived Project | UnityTools: Unity Collab, Jira
Sudoku on Mobile is a project that I have decided to undertake for my love of the pen-and-paper Sudoku game and the lack of smooth user experience in other Sudoku mobile games available. I have worked on this project under the management of The Video Games Studio (VGS). My goal was to take Sudoku and modernize its UI and add new features to its gameplay.
What was interesting to me about this project was developing a sudoku solver as an algorithm to check the solution of the player. While I did reach a solution in the end, I believe it needed a lot of optimization.
Responsible for:
Classic mode: players play random levels based on difficulty and earn stats and points after win.
Time Trial mode: Same mode as classic mode but with a time constraint.
Adventure mode: levels created with different difficulties and are designed to teach different strategies of Sudoku solving.
Profile player stats: records data of player from each game, will be connected to a server where players can check out leader boards and other players profile.


























