HC

Chaouki Mabrouki
Programmer | Game Developer
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.