Live Config, No Build
Catalogs, prices and seasons live in Remote Config. A change detector fingerprints them on download and pushes the delta to connected players about a second after a deploy โ from the dashboard, the admin window or CI.
Hello, World! I'm
Crafting immersive game experiences through code. Passionate about pushing the boundaries of interactive entertainment.
Game, IT, or both in one โ pick a CV and it downloads as a PDF.
Professional game programmer with experience in coding for regulated environments and corporate organizations. My expertise lies in gaming development using languages like C++, C#, Python, and JavaScript.
Currently working as a Game Developer at 2024 Studios, where I design and program engaging gameplay mechanics, troubleshoot issues, and collaborate with artists to bring game concepts to life.
I thrive on crafting immersive experiences โ from open-world Unreal adventures to VR interactions and narrative-driven journeys. Every project is a new level to conquer.
The part of a game that keeps running after launch โ seasons, quests, offers, events and the backend that keeps them honest. I build it once, as a reusable service, and ship it under every game I work on.
I'm a core author of the studio's shared live-services layer: a game-agnostic Unity package plus a C# Cloud Code module on Unity Gaming Services. Designers tune passes, quests, prices and events from config; the server owns every grant, so no client ever mints its own rewards.
Catalogs, prices and seasons live in Remote Config. A change detector fingerprints them on download and pushes the delta to connected players about a second after a deploy โ from the dashboard, the admin window or CI.
Free and premium tracks with pass XP, claim one or claim all, premium unlocks and season countdowns. Shipped three ways: One State's Kashkha Pass, CUBEX's cup ladder and KEMA's Pharaoh's Pass.
Daily, weekly, monthly and one-off goals. Progress comes from stats the game server reports, not from the client, and rerolls are price-guarded so they can't be farmed.
Login streaks and daily gifts, mail with send and expiry windows, chests whose contents can be previewed, and a timed guest trial that nudges players to link an account.
Wallets and inventory owned by the server, first-purchase and limited-time offers, IAP, and rewarded-ad placements drawing from weighted reward pools. Purchases validated server-side (cap, unknown item, insufficient funds).
Guilds with shared missions and guild XP, global, regional and country leaderboards, and scheduled resets that mail podium and rank-bracket rewards to every winner.
A Unity editor admin window for the live game: inspect and edit players, edit catalogs with art previews, ban, bulk-delete test accounts, author matchmaking rules and watch match diagnostics.
Per-endpoint call stats, crash reports tagged with the last backend call, opt-in usage reports and slow-call logging. Cut a store purchase from ~12 backend requests to 2.
Before the games, and alongside them โ nine years running a corporate Windows Server environment end to end. Sole administrator, 2 servers, 20โ30 workstations.
I designed the domain, built the servers, wrote the policies, held the perimeter, and supported every user on top of it. No team to escalate to โ if it broke, it was mine.
Built the domain from scratch โ forest and domain setup, an OU tree mapped to the company's departments, security groups, and delegated rights. Replaced scattered local accounts with one managed identity per person.
AD-integrated zones with forwarders and scavenging, plus DHCP scopes, reservations and options. Ended the static-IP collisions and the per-machine network fiddling.
The policy baseline: password and lockout rules, desktop and security lockdown, mapped drives and printers, software deployment, targeted per OU with security and WMI filtering.
Company mail brought in-house โ mailbox databases, mail flow and connectors, distribution lists, shared mailboxes, transport rules, and OWA access.
A least-privilege share model on NTFS: department-scoped shares, ACLs granted to groups rather than individuals, and auditing so access to sensitive directories was traceable.
Centralised patching with computer groups and staged approvals, so updates were piloted and tracked rather than left to each machine to sort out alone.
Network OS deployment from a standard image. A new or wiped machine PXE-boots and comes back a working, domain-joined workstation โ no manual install, no drift between desktops.
Server roles run as virtual machines โ sized, switched and checkpointed, so changes could be tested and rolled back instead of gambling with live services.
The internet gateway. Per-user and per-group rules deciding who got out at all, and content and service filtering deciding what they could reach once they did.
Endpoint protection pushed to every machine from one console โ policies by group, detections and quarantine monitored centrally, remediation handled from the same place.
Rather than read it โ play it. My whole career is a side-scrolling level.
Walk from 2013 to today across eight zones โ land on career pillars, collect the game gems, charge the skill totems, and inspect the trophies in the vault.
Games, apps and tools I've shipped
Interactive educational platform with digital coursebooks, workbooks, multimedia learning tools, and classroom management for students and teachers.
Horror-themed escape room. Find your way out of an abandoned place by hunting clues and solving puzzles โ room by room, evading what stalks the corridors โ played solo or co-op with a friend.
03
Open Source
Arcade snake in C++20 on SFML 3 โ procedurally generated levels proven playable, five snake types with real abilities, and up to 4-player networked multiplayer with client-side prediction so turns never feel late.
Server-authoritative clan, chat and voice system for Unity 6 on Unity Gaming Services. Cloud Code owns every mutation โ roles, invites, moderation, leaderboards and Vivox voice โ shipped as a UPM package with Play Mode tests run against the live backend.
05
Asset Store
A free Unity editor extension that saves your work automatically on rules you set. Built with UI Toolkit and published on the Unity Asset Store โ works across Built-in, URP and HDRP.
06
Turn-based sci-fi predator game: set traps, drag bodies, evolve new powers. Hunt your way to the top.
07
Employed to recycle. Sort fast, sort correctly, don't get fired! A hectic recycling simulation.
08
Fast-paced body-hopping shooter โ survive by constantly switching hosts before they die. Hop or drop.
09
Survive endless waves of enemies, grow your powers, and outlast the night as a vampire hunter.
10
In a world of drought, the last three seeds are humanity's only hope to survive. Protect them at all costs.
11
A ghost wanders the world with a persistent cat companion โ his beloved pet from a past life.
12
A dark atmospheric horror-adventure game jam entry. Dare to venture into the wicked forest.
Unreleased & internal work
14
In Development
Narrative action-adventure set in the Tales of Khayaal universe by Gould Studio. I build the gameplay systems โ an ability & attribute framework, combat backed by a custom in-editor attack authoring tool, traversal, crowd simulation and a quest system across a living city.
15
In Development
A multiplayer VR card battler in the spirit of Clash Royale โ draw from your deck, deploy units down the lanes and break the opposing towers, played room-scale in VR with networked matches, voice chat and a spectator view.
16
In Development
MENA's first reward-gaming mobile platform. Players work through a daily chain of casual-game quests and unlock real, brand-funded vouchers (Talabat, Carrefour, Amazon, noonโฆ). The economy is fully server-authoritative โ the client only ever reports raw gameplay events; Cloud Code evaluates quest progress and mints every coupon.
17
In Development
Mobile simulation game for Sana Games Studio โ grow real Egyptian plants within a sacred temple, watering and caring for them to earn Coins and XP, unlock new areas, and expand the temple while surfacing the cultural significance of ancient Egyptian plants.
18
In Development
Ancient-Egyptian multiplayer card game for Sana Game Studios. Each player raises a four-level pyramid from land cards under an anti-mirroring rule, over Netcode + Relay. I moved its backend onto our UGS game service โ guest and linked accounts, Matchmaker, friends, chat โ and built its LiveOps: login streaks, daily/weekly quests, Pharaoh's Pass and a timed-offer store.
19
In Development
Open-world third-person mobile action game set in a living city with traffic and pedestrians. I built the UMA character-creation wizard and wardrobe, a server-authoritative inventory where weapons, ammo and pickups live in the backend, the login flow and HUD, and the Kashkha Pass โ a 30-tier battle pass delivered as an app on the in-game phone.
20
In Development
Real-time mobile strategy battler โ unit, structure and command cards fought on dedicated servers. I own the meta and backend: UGS Matchmaker on Edgegap with reconnect and backfill, server-authoritative card rarities, the cup-ladder pass, missions, guilds, country leaderboards and a data-driven shop, events and mail โ all tunable live without a client build.
Have a project in mind or want to collaborate? Let's connect!