Hello, I'm Chaouki

Hello, I'm Chaouki

Hello, I'm Chaouki

A Gameplay Programmer with a BSc (Hons) in Computer Games Programming from De Montfort University. My expertise lies in building responsive gameplay mechanics and custom game engines, with a focus on C++ and real-time systems. My projects demonstrate a hands-on, performance-focused mindset in areas like procedural generation, AI (FSM, Pathfinding), and advanced shader programming.

Pined Projects

Dash & Slash

2024

Isometric Rogue-like Game with Procedural Level Generation

I created "Dash & Slash," an isometric rogue-like game in Unity, I started with a procedural level generation system using Cellular Automata, i wanted the level to change after each run, To make sure the enemies could navigate these levels, I implemented a Finite State Machine (FSM) for behavior control and Unity's NavMeshAgent for pathfinding, I also developed a combat system that includes different enemy types—from melee to ranged—and added specialized mechanics like homing projectiles.

Throughout the project, I tackled some tricky technical challenges head-on, like fixing inverted mesh normals and debugging the real-time scoring system to ensure it was always accurate. This project really showcases my ability to build systems from the ground up and my commitment to clean architecture and problem-solving.

Isometric Rogue-like Game with Procedural Level Generation

I created "Dash & Slash," an isometric rogue-like game in Unity, I started with a procedural level generation system using Cellular Automata, i wanted the level to change after each run, To make sure the enemies could navigate these levels, I implemented a Finite State Machine (FSM) for behavior control and Unity's NavMeshAgent for pathfinding, I also developed a combat system that includes different enemy types—from melee to ranged—and added specialized mechanics like homing projectiles.

Throughout the project, I tackled some tricky technical challenges head-on, like fixing inverted mesh normals and debugging the real-time scoring system to ensure it was always accurate. This project really showcases my ability to build systems from the ground up and my commitment to clean architecture and problem-solving.

Isometric Rogue-like Game with Procedural Level Generation

I created "Dash & Slash," an isometric rogue-like game in Unity, I started with a procedural level generation system using Cellular Automata, i wanted the level to change after each run, To make sure the enemies could navigate these levels, I implemented a Finite State Machine (FSM) for behavior control and Unity's NavMeshAgent for pathfinding, I also developed a combat system that includes different enemy types—from melee to ranged—and added specialized mechanics like homing projectiles.

Throughout the project, I tackled some tricky technical challenges head-on, like fixing inverted mesh normals and debugging the real-time scoring system to ensure it was always accurate. This project really showcases my ability to build systems from the ground up and my commitment to clean architecture and problem-solving.

Have a project in mind?

Let's build something great. Whether it's complex gameplay mechanics, intelligent AI, or beautiful shaders, I'm ready to bring your vision to life.

Have a project in mind?

Let's build something great. Whether it's complex gameplay mechanics, intelligent AI, or beautiful shaders, I'm ready to bring your vision to life.

Have a project in mind?

Let's build something great. Whether it's complex gameplay mechanics, intelligent AI, or beautiful shaders, I'm ready to bring your vision to life.

© 2025 Portfolio

Chaouki Mabrouki

Porftolio

© 2025 Portfolio

Chaouki Mabrouki

Porftolio

© 2025 Portfolio

Chaouki Mabrouki

Porftolio

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