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Mahmoud Nasser
LV.8 · Unity / Gameplay
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Cairo · Unity · Gameplay & Physics

MahmoudNasser

I build the part of a game you feel before you understand it: weight, impact, recovery. Eight years in Unity, shipped to mobile, Steam and PC, to a player base past 19 million.

Delivered

Previous work · on tape

Work that already shipped, recorded straight from the build. Short clips, a minute or less each, no music, no trailer edit. Click one to watch it full size with the write-up.

Case study

Honk! · in publishing

Honk!Clear the Jam

A neon-night traffic-jam puzzle for mobile. Tap a vehicle to drive it off the board, clear the gridlock and watch the street dissolve. Endless, procedurally generated, and built to be replayed.

iOS & AndroidHybrid-casual puzzleUnity · C#Design + development

At a glance

Genre
Hybrid-casual puzzle
Platforms
iOS · Android
Engine
Unity (C#)
Core loop
Endless · 5 tiers
Role
Design & Unity dev
In publishing phase

What makes it tick

Endless, always solvable

A backward reverse-solve generator builds every board, so it is guaranteed clearable. Infinite levels, no dead ends, seed-reproducible.

🚗
Vehicles are mechanics

Each special tile is a different vehicle that teaches its own rule with zero tutorial text: bus, ambulance, motorcycle, ice-cream truck, taxi, fender-bender.

📈
Five difficulty tiers

From a 6x6 warm-up cruise to a 10x10 Gridlock+ standstill, each tuned by grid size, density and forced-move depth.

🖼
Picture packs

Shape boards hide a picture underneath that is uncovered cell by cell as tiles clear. A collectible reveal designed to be shared.

🏙
Meta city progression

Cleared boards rebuild a neon city, districts unlock over time and buildings drip coins. The retention layer around the puzzle.

Daily challenge and races

Everyone plays the same seeded board, with a share code so friends race the identical layout on a live leaderboard.

Screens

Scroll · click to enlarge

Under the hood

How it is built
Solvable generation

Reverse-construction generator plus mask-constrained shape boards, on a unit-testable pure C# core.

Data-driven skins

ScriptableObject skins and difficulty. The board re-renders live the moment a skin is equipped.

Signed saves and anti-cheat

HMAC-signed local profile, with real-money entitlements gated on validated receipts.

Hybrid monetization

Rewarded-first ads, season pass, board skins, picture packs and remove-ads.

Projects

Games & products · 11

Finished or in production. Things that have a build, a player and a release date. The engineering underneath them is in Systems.

Filtering by
PRJ 01
In productionSimulation · under wraps

Simulation project

An unannounced large-world simulation, currently the main build on my desk. A single continuous environment far bigger than memory allows, so it streams in chunks around the player. NPCs run an advanced behaviour system for movement and interaction rather than waypoint loops, and conversation runs through a branching dialogue system. First and third person characters, animated interactions with objects in the world, scripted cutscenes, a full lighting setup, and localization across languages. Player profiles persist to a backend.

Footage deliberately blurred while the project is unannounced.

Built with
PRJ 02
In production · unreleasedSocial 3D rooms

Immersive rooms

A shared 3D space built as a set of open maps split into rooms. Anyone can join a room, meet friends inside the environment and move through it together, with voice and text chat running alongside. Networking is Photon Fusion 2 against a private backend server holding accounts and session state.

The hard part was the budget, not the feature list. A populated, streaming 3D environment holding above 60 FPS on ordinary iOS and Android handsets took a dedicated optimization pass across draw calls, LODs, texture memory and network tick rate.

Footage deliberately blurred while the project is unreleased.

Built with
PRJ 03
In production · SteamCo-op physics

Misdelivered

Four lost packages, one impossible delivery. 1-4 players craft ramps, carts and ziplines out of junk and drag each other across the map. Nobody gets left behind. Built for Steam and still under delivery, so the build is not public yet.

Built with
PRJ 04
In publishingMobile puzzle

Honk! Clear the Jam

A neon-night traffic-jam puzzler. Reverse-solve board generator, five difficulty tiers, picture packs, a meta city layer and a seeded daily challenge. Design and Unity development.

Read the case study →
Built with
Climbing Sand Dune icon
PRJ 05
Shipped · liveMultiplayer racing

Climbing Sand Dune

UMX Studio's desert off-road and drag racing game, live on iOS and Android with more than 19 million players. 95+ vehicles with customization down to the engine and turbo, seven modes from drag races to open-desert exploration, plus clubs, global chat and live championships. Senior Unity work on gameplay systems and frame budgets for low-end hardware.

Built with
King of Steering icon
PRJ 06
Shipped · liveOpen-world multiplayer

King of Steering

UMX Studio's open-world drifting game, live since 2016 on iOS and Android. Players roam a persistent city, refuel, eat, shop for clothes and rebuild their cars, then take them into drift lobbies against everyone else on the server. On top of the driving sits a full economy: a live auction house for rare cars, plates and pets, a player marketplace, clans, seasons and championships. Voice and global chat throughout, running online or offline.

Built with
PRJ 07
ShippedQuiz & prizes

Karam

A live trivia app where answering multiple-choice questions wins real prizes delivered to the player's door. Timed rounds against a countdown, a lifeline counter, streak scoring and a prize wheel between competitions. PlayFab holds every profile, score and entitlement in the cloud so a run survives a lost phone, and the whole interface is Arabic-first and right-to-left.

Built with
PRJ 08
Archive · 2020Hyper-casual

Flappy Bird

A faithful rebuild of the original, made to study why it feels the way it does. Fixed gravity, one impulse per tap, pipes on an endless spawner with a gap that never moves. Nothing here is complicated, and that is the lesson: the entire difficulty curve lives in three numbers, and changing any one of them by ten percent ruins it.

Built with
PRJ 09
PC & PS5Action shooter

Facility

A third-person action shooter built for PC and PS5, and the larger of the two shooters here. Same weapon and cover foundations, extended with an ability layer: a deployable energy shield the player raises to absorb incoming fire, area attacks that scorch the ground, and enemies that push differently when the player is protected.

Boss encounters are the centrepiece. Telegraphed ground markers give the player a read on what is coming and where it will land, so a fight becomes a positioning problem rather than a damage race. Around them sit the systems that hold an action game together: multi-stage encounters, scoped weapons, indoor and outdoor combat spaces, and enemies that use both.

Built with
PRJ 10
Graduation projectThird-person shooter

Third-person shooter

The big one from university, and the project where most of what I do now started. A full third-person shooter built from scratch: a weapon system covering rifle, sniper and shotgun with their own handling, spread and scope behaviour, a damage and armour model, procedurally assembled encounters, and enemies that do more than walk at you.

The AI was the real work. Enemies read the level for cover, break line of sight, take position behind geometry and lean out to fire rather than standing in the open, then fall back and reposition when the cover stops working. Watching an enemy refuse to be shot at is a different kind of satisfying to watching one die.

Built with
PRJ 11
Archive · 2020Hyper-casual

Stack

The first one. A one-tap tower builder: time the tap, the block lands flush and the tower grows, miss and the overhang is sliced off and falls away. An endless colour ramp walks the palette as you climb. Small enough to hold in your head, which is exactly why it was the right place to learn how tight a game loop has to feel before it is worth shipping.

Built with

Karam screens

Scroll · click to enlarge

Systems

Engineering · 06

Reusable engineering, not products. Each one was built for a specific problem and then moved between projects. Four have a live demo you can pull apart on the bench below.

SYS-01
Live demoPhysics

Active ragdoll

A self-balancing physics character. PD controller plus IK and procedural animation, with no canned knockdown clips anywhere in it.

Used in Misdelivered · prototypes
Built with
SYS-02
Live demoWorld

Scene streaming

Grid-based chunk loader with a hysteresis band so chunks stop thrashing on boundaries. Keeps a large map inside a mobile memory budget.

Used in Simulation project · Misdelivered
Built with
SYS-03
Live demoMemory

Object pooling

Free-list allocator for spawned objects. Removes the GC spikes that cost you frames on mid-range Android, where the frame budget is tightest.

Used in Mobile titles · Honk!
Built with
SYS-04
Live demoCamera

Impact & game feel

Hitstop, camera shake with exponential decay, and squash on a fast spring. The three things that decide whether a hit registers.

Used in Every project on this page
Built with
SYS-05
In engineTooling

Level editor

In-engine authoring window: place tiles, run the solver live to verify a level is solvable, then export. Turned an afternoon of level building into minutes.

Used in Honk!
Built with
SYS-06
In engineGameplay

Craft & joint system

Snap junk parts together into working contraptions (ramps, carts, ziplines) with joints that survive four players pulling in different directions over the network.

Used in Simulation project · Misdelivered
Built with

Bench test

04 systems · live

These aren't recordings. Each one is the system running in your browser with its parameters exposed. Drag a slider until it breaks, that's usually where the interesting part is.

Systems
Running live · not video

Parameters

Signal

Loadout

equipped

Core

  • Unity + C# 8 yrs
  • Gameplay systems primary
  • Rigidbody physics primary
  • Procedural animation IK

Systems

  • Multiplayer netcode co-op
  • Save / IAP / live ops shipped
  • Performance budgets mobile
  • Editor tooling custom

Support

  • Shaders + VFX URP
  • Blender tech art
  • Adobe suite diploma
  • Team lead since 2025

Record

career log
8+Years in Unity
19M+Players reached
3Platforms · Mobile, Steam, PC
LeadUnity team, remote

Start a run

Contract, full-time or a prototype you need proven fast. Tell me what should feel good, and I'll build it.