- Leading development on Finn — a 3D cozy fishing game heading to Steam. Built the modular fishing framework, custom NPC pathing tool, and flag-based dialogue system.
- Designed editor tools so writers and designers ship content without touching C#.
- Architected SO-driven event channels and runtime sets — gameplay systems stay fully decoupled.
Wahib
Walaa
Mohammed
Unity C# programmer, game jam champion, and head of a 150-student game dev community at UQU. Currently building Finn for Steam.
Hey, I'm Wahib!
I've been making games since high school — the moment I realized I could make the games I play was world-changing, and I never stopped. I'm now three years into a Software Engineering degree at Umm Al-Qura University in Saudi Arabia, and every free hour goes back into building — polished systems, better tools, and games that feel good to play.
I love making games feel good and polished while keeping everything organized through modular architecture. Whether I'm building a tool or designing a system, my focus is always on making hard things easier — for myself and for my teammates.
I head the Game Development Committee at UQU's Electronic Games Club, where I lead and mentor over 150 students in Unity and C#. We've shipped 11+ games to itch.io together. I run workshops, plan sprints, coordinate multi-team releases, and watch people discover the same feeling I had the first time something they wrote moved on screen.
Case History
- Mentored 150+ students in Unity / C# — achieved 97.2% program satisfaction.
- Guided teams from prototype to publishing on itch.io (11+ releases); planned milestones and coordinated tasks across teams.
- Ran workshops on Unity, C#, and game design; authored documentation and starter templates.
- Delivered Unity gameplay features, UI, and interactive systems for international clients (C#, modular patterns).
- Improved player feel via Cinemachine camera, controls, and feedback / VFX; iterated quickly with clients.
Things I've Built
FINN
A 3D cozy fishing game heading to Steam. As lead programmer my focus has been making the fishing system feel genuinely tactile — and making custom tools for my team to help them bring NPCs to life. The dialogue system I built supports flag-based branching so writers never touch C#.
TWO MOONS
Architecture decisions made in the first two hours of a jam determine whether you ship or crumble. I led programming for a six-person team under a 72-hour clock. Every card, every mechanic, every narrative state was designed to be added by a writer or designer without a programmer in the room. We shipped polished. We won.
EASY DIALOGUE
Every dialogue system I found was either too heavyweight or made writers feel like they were filing a tax return. I built Easy Dialogue as the tool I wished existed — a clean graph-based workflow, a custom EditorWindow with visual node connections, built-in validation, and a runtime layer that any Unity project can drop in with minimal setup.
PATHNPC
A visual, waypoint-based NPC pathing system for Unity. Click-to-place waypoints directly in the Scene View with real-time preview — no code needed to set up patrol routes. Supports multiple named paths per NPC, ping-pong and loop modes, per-waypoint pause durations, and color-coded path visualization.
What I Work With
Game Jams
From the Notebook
Devlogs, Unity tips, jam writeups — fresh from the workbench.
POSTS
JOIN!
Let's Build Something
Hey there!
I'm open to freelance Unity contracts and always interested in talking to people working on games with craft and intention.
Whether you're a studio looking for a programmer who cares about architecture and game feel, or a fellow developer wanting to collaborate on a jam — reach out.
[email protected]