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