Game Developer Intern
Contributing to game development as part of the Aiqona Productions team.
Jeddah, Saudi Arabia · Open to Unity roles
Unity Programmer & Tools Developer
I build gameplay systems and Unity editor tools for small teams.
Contributing to game development as part of the Aiqona Productions team.
Leading programming on Finn, including its fishing systems and editor tools for designers.
Mentored more than 150 students in Unity and C# and helped teams publish over 11 games.
Delivered gameplay features, UI, and interactive systems for clients.
Released Unity tool
Visual NPC route authoring in the Unity Scene View. Released on the Asset Store.
View project →Released Unity tool
Inline playback for sliced sprite sheets in Unity's Texture Importer Inspector.
View project →Game in development
Fishing systems and content tools for a 3D cozy game heading to Steam.
View project →Shipped game · 1st place
Led programming for a narrative card game shipped in a 72-hour game jam.
View project →Graduation project · Jun 2026
Hotel operations platform. Backend software engineer and project manager on a team-built system.
View project →Unity C# programmer, game jam champion, and head of a 150-student game dev community at UQU. Currently building Finn for Steam. Unity programmer building games and practical tools for other developers.
I build polished Unity gameplay and editor tools, lead a 150-student game development community at UQU, and care about making complex systems easy for teams to use.
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.
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#.
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.
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.
A visual route-authoring system for Unity NPCs. Designers can place and edit waypoints directly in the Scene View, then drive one agent or a crowd through configurable paths using Unity’s built-in NavMeshAgent — without writing setup boilerplate.
An editor-only preview for sliced sprite sheets, placed inside Unity’s normal Texture Importer Inspector. Check frame order, timing, and pivots without creating an Animation Clip.
A team-built platform for reservations, guest services, staff workflows, invoicing, and analytics. I worked as a backend software engineer and project manager, connecting technical delivery with the team's graduation milestone.
I work across the whole path from a rough idea to something people can actually use: shaping the system, building the interaction, polishing the workflow, and verifying the final result.
Devlogs, Unity tips, jam writeups — fresh from the workbench.
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]