{ video game programmer }
Unity Development
My first professional experiences in the video game industry are with Unity. I've built gameplay systems, procedural generation tools, UI/UX architecture for both mobile and VR devices. Most of this portfolio work was developed in solo or small-team environments, with an emphasis on clean code, scalability, and experimenting with systems thinking through personal projects and game jams.
While my current focus is Unreal Engine, I remain highly proficient in Unity and open to contributing to Unity-based projects. I'm comfortable with both OOP and ECS/DOTS.
Below is a selection of Unity-based projects showcasing my skills, mainly for game jams and procedural generation experiments.
ATS Scanner
Game jam for Level Up
I came up with the idea for ATS Scanner during the Level Up game jam, inspired by Papers, Please but with a twist: a laser-based mechanic to reveal information on fake, misleading, or suspicious résumés. The result is a satirical take on hiring processes and automated candidate filtering.
I handled the project solo, building it in Unity and scripting everything from procedural CV generation to scanning mechanics and localization. I designed a modular system using ScriptableObjects
and localization tables, ensuring a flexible structure for mixing serious and absurd candidate profiles. I also implemented dynamic difficulty progression, responsive UI layout with TextMeshPro, and support for WebGL (playable directly on itch.io).
This project let me explore unconventional UI/UX and narrative design while applying my programming experience to build a scalable, maintainable game, even under time constraints.
{ Open source } →
Model Synthesis / Wave function collapse
Procedural Generation experiment
Implemented this procgen algorithm in Unity for cell-based level generation. Focused on constraint propagation, pattern entropy, and runtime visualization.
I created different projects to keep improving my skills and understanding of the algorithm, while participating in different PROCGEN jams.
{ Open source } →
Jigsaw puzzle WFC
Procedural Generation (again?) yup, but now in Godot (C#)
Ported the WFC algorithm to Godot to test the engine and reuse my C# skills. This time I wanted to create some type of game so I came up with the idea of infinite jigsaw puzzles, using any image provided.
{ Open source } →
Threaded Loop (Ludum Dare 47)
Puzzle Game made in 48h
A minimal puzzle game where players must account for recursive actions and future states. Designed to challenge players’ foresight and planning, built in under 48h solo.
Jams are a great way to improve my Unity skills and create fun projects.
{ Open source } →
Model View Controller pattern
Software architecture pattern Implementation
Implemented the Model-View-Controller pattern in Unity through a user task editor prototype. Demonstrated separation of concerns and clean UI logic communication for scalable application design.
{ Open source } →
Concrete
Gameplay programming, Vertical Slice
Designed and implemented a prototype of a puzzle-adventure game made in University, in a small team.
The game wasn't continued after university, but was a great learning experience; particularly for designing a scalable architecture for mechanics with interactable elements, Iks, Game/Level design, and as scene lighting.
Marwan
Narrative Interactive experience
A reflective narrative game developed for a jam, portraying a father guiding his son, Marwan, through a refugee journey across the sea. The experience blends real-time boat control with branching dialogue and emotional storytelling.
Time for democracy
Short game made with a political theme
Explored a conceptual game design with symbolic mechanics and minimalistic game feel. I wanted to create use my programming skills for steering behaviors and units movement.
Made for a game design class where the teacher asked for "a game that featured time in some way". My young political mind couldn't think about anything else than this "time domaining" history-twisting era.