Who Am I?
My Journey
My passion for games led me to pursue a BSc in Computer Games Programming at De Montfort University. I graduated in June 2025, The curriculum has given me a deep dive into what makes games work. I've spent countless hours building things, from a custom 3D game engine with C++ and OpenGL to an isometric rogue-like game in Unity with procedural level generation. I've also had the chance to get into some specialized fields like advanced shader programming and AI systems for simulation.
Projects That Shaped Me
Dash & Slash: Rogue Like Game With Procedural Level Generation - 2024 (Unity - C#)
One of my proudest achievements is designing and implementing A Rogue like game with procedural level generation using Cellular Automata for my Development project "Dissertation" Module, Dash & Slash. This simple game has an algorithm that dynamically creates maze-like 3D levels, ensuring unique gameplay experiences while optimizing performance. This project honed my skills in Unity, C#, and AI systems, including pathfinding and state machines. It was a challenging but rewarding experience that deepened my understanding of game design and technical optimization.
My Expertise
Programming: C++, C#, Python, LUA
Game Development: Unity, Unreal Engine, Procedural Generation, AI (State Machines, Pathfinding)
Web & Automation: HTML, CSS, MySQL, OCR Tesseract, Curl, Selenium, Undetected Chromedriver
Data Handling: JSON, Cookie Management
Tools: Git, Google Unit Testing, NavMesh, Shader Programming
Soft Skills: Problem-solving, Teamwork, Communication, Adaptability
I thrive on solving complex problems. My experience includes:
Game Engine Architecture: Building modular, event-driven engines in C++ with OpenGL. I'm obsessed with clean architecture and performance optimization using tools like NVIDIA Nsight.
Gameplay Programming: Creating responsive and engaging mechanics in Unity and C#, from dynamic combat systems to wave-based difficulty.
Procedural Content & Graphics: I've worked on procedural terrain generation using tessellation shaders and heightmaps , as well as real-time lighting with the Phong lighting model.
Artificial Intelligence: I've implemented AI for enemy behaviors using Finite State Machines (FSM) and pathfinding , and even applied Fuzzy Logic to autonomous systems.
Beyond the Code
When I'm not programming, you'll find me delving into sports or exploring new programming challenges. I'm always looking for ways to push the boundaries of what games can do. I'm fluent in English, French, and Arabic, which helps me collaborate with a diverse group of people. I'm a quick learner and I'm always excited to take on a new challenge!

