A roguelike city-builder where players build settlements,
explore the Nine Realms, and collect powerful artifacts.
Set in a post-Ragnarok world, players upgrade their deck
and strategize to reach the top of Yggdrasil.
- More details available in the project section.
A 2.5 D adventure-puzzle-platformer with over 30 hours of
gameplay! This family-friendly, RPG-infused game focuses
on creature capture and restoring color to a vibrant
world.
-more details available in inventory section.
A 2-year full-time intensive program focused on game
engine development and graphics programming using OpenGL.
Gained hands-on experience building game engines and
deepening my understanding of the underlying technologies.
-more info on CloudEngine in the inventory section.
Graduated with a Bachelor's degree in Computer Science from Al Akhawayn University, a leading English-language institution in Morocco known for its global curriculum and focus on innovation. During my studies, I took advanced classes with a focus on video game development, including artificial intelligence and networking.
Thinks outside the box, finding innovative solutions to complex problems. Excels at blending technical expertise with imaginative ideas, crafting unique gameplay experiences. This creative mindset drives experimentation, adaptation, and pushing boundaries in the work.
Excels at aligning technical execution with long-term goals. Demonstrates a strong ability to plan and implement systems that are both efficient and scalable. This strategic mindset ensures foresight, adaptability, and a clear path toward achieving project milestones.
Effectively collaborates across teams, ensuring seamless integration of various elements and expertise. Demonstrates a strong ability to unify diverse skill sets, recognizing that video games are a harmonious mix of many talents, each contributing to the overall creative and technical vision.
Explore Electronic Music making and sound Design using Ableton
Lead Programmer on an unannounced project, responsible for overseeing all technical aspects. I work closely with a team of programmers, conducting code reviews, mentoring, and ensuring best practices are followed. Additionally, I collaborate with cross-department teams to ensure technical feasibility, aligning development with creative and design objectives.
Contributed to the development of key systems, including openworld, procedural generation and save systems, for Roots of Yggdrasil and Rainbow Billy.
Developed editor tools for open world systems, quest management, and save file analysis.
Partnered with the audio team to implement dynamic audio experiences, changing music according to various gameplay elements and story progression.
Developed tools to gain valuable insights during the development of an early access title, enabling better decision-making throughout the project. Additionally, contributed to the Chaplin project by assisting designers in making informed choices through enhanced data analysis.
Developed visual effects such as outlining characters behind walls and water effects. Collaborated closely with the art team during Chaplin's development, ensuring that all artistic decisions considered mobile limitations.
Assisted in onboarding new employees and interns across various projects, while providing mentorship to junior members, ensuring they adapted smoothly and maintained high standards within the team.
Contributed to the first playable prototype of Two Falls: Nishu Takuatshina, a narrative-driven game exploring 17th-century Canadian wilderness through the perspectives of two protagonists. Developed key gameplay systems, including a first-person controller with parkour-inspired movement and an interaction system. Collaborated with designers and artists to align mechanics with the creative vision, showcasing the game’s potential in early testing.
Developed a mobile application for UQAM to assist
freshmen during orientation. The app featured an
interactive map displaying the player’s avatar marker,
guiding users to important campus locations such as
the library and lecture halls.
Players engaged in challenges, like counting the
number of pillars in a courtyard or identifying text
written on a fountain, promoting exploration and
familiarity with the campus.
A family-focused app was designed to teach children
routines and emotional awareness through gamified
systems like a virtual pet and interactive tools. It
transforms daily tasks into engaging activities,
helping children build responsibility while making
learning fun.
Collaborated with an external client to develop a
virtual pet game where kids nurtured their pets by
cleaning their environments, feeding them, and playing
with them. This gamified approach fosters
responsibility and encouraging healthy routines in a
fun and interactive way.
Studied e-Government services in Morocco and compared them with global practices. Developed a tool for evaluating various systems and practices through a questionnaire, generating reports with projected scores and recommendations.
Designed and implemented the questionnaire tool, producing detailed reports and actionable insights based on the collected data.
Adapted to working within a large organization, gaining experience in making presentations, communicating goals, and managing timelines effectively. Produced clear documentation and analysis in line with corporate standards.
Enhanced skills in documentation, presentation, and analysis within a large corporate environment, learning to navigate and contribute to complex projects.
Contributed to the development of a sub-module for the Simple-IS online tax declaration portal, focusing on the Contribution Sociale tax.
Worked with J2EE technologies, including Struts and Hibernate, and conducted a detailed analysis of the existing "Acompte" module to understand its architecture and data flow.
Created specification requirements and developed UML diagrams, applying software engineering principles to build the Contribution Sociale module.
Deepened understanding of the MVC architecture, emphasizing the separation of business logic from the user interface, and gained experience in database management and government project compliance.
Focused on engine and graphics programming, video game math, with some projects on Unity and Unreal to explore modern engines.
First Year: Developed a rasterizer and a Minecraft clone.
Second Year: Created a game engine. More details available in the inventory section.
Infodesign, an Autodesk authorized certified center. Focused on modeling and texturing, this one-year program included the creation of a Unity game where the environment was modeled using 3ds Max and textured with Substance Painter. More details on the project can be found in the inventory section.
Graduated with a Bachelor's degree in Computer Science from Al Akhawayn University, a leading English-language institution in Morocco known for its global curriculum and focus on innovation. During my studies, I took advanced classes with a focus on video game development, including artificial intelligence and networking.
Specialized in engineering, with a strong focus on science and mathematics, laying the foundation for further studies in computer science and technology.
A point-and-click adventure and puzzle game made using Unity Engine With stimulating puzzles and a cozy atmosphere. Replay unreleased scenes from Charlie Chaplin movies in a fresh twist,it's a peaceful yet challenging experience for all generations.
Lead Programmer on the company's first mobile game, targeting Android, Apple, and PC platforms. I held full ownership of all technical aspects, from system architecture and performance optimization to platform integration, ensuring a successful launch across all targeted devices.
Acted as a Technical Artist to streamline asset production pipelines, working with artists to determine technical requirements, including texture sizes and optimization methods. - Achieved significant game size reduction, decreasing from 1.5 GB to less than 200 MB.
Designed and implemented custom Unity tools and documentation, enabling the design team to quickly prototype and create puzzles.
Partnered with the audio team to develop and integrate soundscapes that enhanced the game's atmosphere and ensured seamless audio transitions.
Developed advanced tools to track and analyze player engagement, providing insights into player behavior and in-game actions.
Implemented metrics to identify potential issues with puzzle difficulty, allowing the team to detect and address particularly challenging sections that could impact player retention.
Created detailed reports and visualizations to assist the design team in refining gameplay balance and enhancing the overall player experience.
Worked closely with the IP holder to ensure alignment with project requirements and expectations.
Roots Of Yggdrasil rogue like city builder where players Build settlements, explore the Nine Realms, collect artifacts and upgrade your deck to reach the top of Yggdrasil in this post-Ragnarok roguelike city-builder!
Engineered a highly reliable save system, an advanced iteration of the save system used in Rainbow Billy, having learned a lot from the first system this one enhance data management and persistence with a streamlined approach.
Designed the system to enable easy serialization of any data, leveraging C# reflection and attributes to dynamically scan classes and tag fields.
Implemented a caching mechanism to build a structured version of the data for efficient change detection and future-proofing.
Modeled the system after the Django Python framework’s ORM, incorporating features like migration to streamline data management and updates.
Worked on the procedural generation to ensure consistent and reliable game worlds, allowing players to have a coherent experience across multiple sessions
Implemented a seed-based system to enable players to leave and return to their game runs seamlessly, preserving the generated content and maintaining the integrity of their progress.
Introduced interns and new programmers to team workflows and coding standards, ensuring a smooth integration into the development environment.
Guided new team members on best coding practices, system integration, and code optimization, fostering a culture of quality and collaboration.
Rainbow Billy: The Curse of the Leviathan is a wholesome, creature capture, 2.5D Adventure-Puzzle-Platformer with over 30 hours of gameplay! It is a family-friendly, openly accessible, RPG-infused adventure in which you must save whimsical creatures by bringing back color to the world you once knew!
Designed and Implemented Open World System: Led the architectural design of a robust open world system, focusing on additive scene loading and seamless zone management to enhance the game's world-building capabilities.
Zone Loading and Management: Developed a portal system that dynamically triggers scene loading based on player location, ensuring smooth transitions between different zones within the game world.
Engineered custom editor tools tailored for open world design, allowing designers to easily load specific areas, spawn players within different zones, and manage world interactions efficiently.
Enhanced Workflow: These tools streamlined the development process, giving designers more control over the environment and speeding up the iteration cycle during level creation.
Designed and implemented the initial version of the save system, providing reliable serialization of runtime entities such as player units and collected items, ensuring consistent game state preservation.
Developed a creative persistence subsystem for world game objects, where unique IDs were automatically generated and tracked for items like collectible coins, allowing the system to efficiently manage and track item usage across game sessions.
Worked closely with the audio team to develop a dynamic music system that responds to gameplay elements, creating an immersive audio experience that adapts to in-game actions and events.
Developed specialized editor tools for the quest system, enabling designers to efficiently track active quests and debug or activate them as needed, streamlining the quest development process.
Expanded the save system with additional tools, allowing designers to load and analyze save files directly within the editor, providing deeper insights into the game state and improving the overall debugging workflow.
Explore 17th century Canadian wilderness through the eyes of Jeanne, a French woman who crossed the Atlantic to start anew and Maikan, an Innu hunter trying to discover what’s disturbing the forest. Your choices will shape the traits of the protagonists in this narrative single-player experience.
Collaborated with designers and artists to align core mechanics with the creative vision of Two Falls and deliver the first playable prototype.
Worked closely with a small team, integrating essential systems like player movement and interaction for a cohesive player experience.
Guided prototype iterations based on feedback to refine gameplay and showcase the game’s potential in early testing.
Developed a responsive first-person controller with a parkour animation system, improving player movement and traversal fluidity.
Built an interaction system that allowed players to engage with the environment in a seamless and intuitive way.
Created a dialogue system with voice-over support, adding depth to character interactions and narrative.
Designed a dynamic comic feature to reflect player choices made during the demo, providing a unique, choice-driven narrative element.
The Cloud Engine is the capstone project for our AEC Game Engine Programming. The purpose is to develop a game engine with a graphic interface similar to Unity and Unreal Engine. The ultimate goal is to make a first-person puzzle game using the Cloud Engine. The pedagogical purpose is to perfect our knowledge in key engine development areas.
CloudEngine is a C++/Opengl second year student project realised as a team of 3 peoples : William Dewaele, Charly Jeauc and myself, in the given time of 5 months.
Engineered Essential Components: Designed and implemented fundamental aspects of the engine, including input management systems and resource management, ensuring efficient asset handling and responsive user interactions.
Complete Pipeline Development: Designed and implemented the entire rendering pipeline, covering everything from model loading to texture mapping, lighting, and shader integration. This pipeline was critical to the visual fidelity and performance of the engine.
Core Editor Functionality: Designed and implemented essential editor features, including the scene and game view. This work enabled real-time scene management and the ability to seamlessly switch between editing and play mode, providing a robust development environment for designers.
Scene Management: Developed tools to manage scenes efficiently within the editor, empowering designers to organize and manipulate game elements effectively.
Developed as a Minecraft-inspired game using C++ and OpenGL over five weeks, ElkCraft was created by a team of four programmers. The game features an expansive, procedurally generated world where players can buil d, destroy, mine, and craft within an infinite terrain. Key gameplay elements include a health and hunger system, as well as a dynamic day and night cycle.
To power ElkCraft, we developed ElkEngine, a custom voxel engine specifically designed for this project. ElkEngine handled the procedural generation, rendering, and management of the voxel-based world, allowing for real-time terrain manipulation and seamless gameplay.
World Building: Spearheaded the development of ElkCraft's open world system, including the design and implementation of procedural world generation. Utilizing Perlin noise, this system dynamically created a vast, random terrain that provided endless exploration opportunities. Additionally, I implemented a feature to save worlds, preserving seeds and any modified blocks for future sessions.
Efficient Resource Management: Implemented optimization techniques to create a local world around the player, loading only the necessary portions of the terrain. As the player moved, the system shifted the local world accordingly, maintaining continuity without unnecessary resource usage.
Utility Development: Developed utilities for adding vegetation, varying terrain types, and other environmental details, enhancing the realism and diversity of the generated world.
Home Party Chaos: Created during the Ludum Dare game jam over a span of 2 days, this game puts players in the role of a party host responsible for managing the needs of their guests. As the only programmer in a team of three, I developed the core mechanics where guests have varying needs, including thirst and hunger.
The player must provide drinks like orange juice, which temporarily quenches thirst, or stronger options like beer and vodka, which satisfy thirst but carry the risk of guests getting drunk. If guests become too intoxicated, they may vomit, requiring the player to clean up quickly to avoid negatively impacting the overall mood of the party. The game ends when too many guests have unmet needs or when the environment becomes too dirty to manage.
Perfected the ability to work effectively in a team under tight deadlines, mastering time management and scope control during the intense 2-day game jam.
Gained hands-on experience with NavMesh and AI behavior implementation, enhancing my ability to develop intelligent and responsive in-game characters, a skill set that proved invaluable in managing guest interactions and movement within the game.
At Obvi, a French company specializing in interactive VR and AR experiences for industries such as construction and urban planning, I worked as a 3D Artist. My responsibilities included modeling and texturing assets using 3ds Max and Substance Painter. I adhered to detailed specifications and blueprints for machinery and architecture, contributing to the creation of accurate and functional 3D environments for various projects.
Polygon Optimization: Developed expertise in managing polygon counts critical for performance in interactive websites and mobile applications.
Texture Diversity: Worked with a wide range of textures, including metals, walls, glass, and plastics, ensuring high-quality visual fidelity across different materials.
Professional Environment: Gained hands-on experience working in a professional setting, adhering to industry standards and deadlines.
Industrial and Architectural Blueprints: Acquired skills in reading and interpreting industrial and architectural blueprints, ensuring the accuracy and fidelity of 3D models to real-world designs.
As part of a one-year certification program in Autodesk 3ds Max, I spent the final three months working on Aychoura Battle, my capstone project. We had the option to create a video render of an architectural walkthrough, an environment, or a video game. Naturally, I chose to develop a video game. The school was located in the heart of Casablanca's old Medina, an area rich in Art Deco architecture. This style, which emerged in the 1920s and 1930s, is characterized by its bold geometric patterns and ornamental details, reflecting the era's fascination with modernity and luxury.
Although the project centered on 3D modeling, it also marked my first experience with the Unity game engine. During this project, I delved into C# scripting, animations, and character controllers, gaining foundational skills that would prove invaluable in my journey as a game developer.
During my internship at the General Tax Administration (Direction Générale des Impôts), I contributed to a sub-module for the Simple-IS government portal for online tax declarations, focused on the newly introduced Contribution Sociale tax. This module features an electronic declaration interface. It also manages various income types, ensuring tax compliance.
The project was developed using J2EE technologies, including Struts and Hibernate. My initial task involved analyzing an existing module called "Acompte" and producing a detailed report on its architectural structure, mapping out how interactions, data, and information flow within the system. This analysis provided me with a solid foundation to proceed with the Contribution Sociale module.
Armed with the project requirements, I had the opportunity to apply my software engineering skills in a real-world environment. I was responsible for creating the specification requirements and developing various UML diagrams before implementing the module. This experience deepened my understanding of the MVC (Model-View-Controller) architecture, emphasizing the importance of separating business logic from the user interface. Additionally, I gained valuable experience working with databases and navigating the complexities of a government project with strict guidelines.
Started using C during a computer science degree, gaining a strong foundation in programming concepts. Algorithms classes included challenges like solving the classic 8 queens problem. During the first year of developing a game engine, there was a deep dive into C and memory management, leading to the creation of custom implementations of printf and malloc.
Montreal, Quebec, Canada
Lead Programmer on an u nannou nced game. Wit h 5+ years of experience in Unity, I specialize in open-worl d systems, save systems, and custom tools.
Collaborated wit h designers to enh ance workflows, worked wit h art ists to ach ieve t heir desired look, and partnered wit h sou nd designers to create dynamic au dio experiences for players.
Contributed in key roles to Rainbow Billy (PC, Xbox, PS4, Switch) and Roots of Yggdrasil, tackling complex technical ch allenges to create immersive game experiences.
Download Resume as PDF
downloadI created this website to challenge myself by learning new technologies like JavaScript and the Three.js library for 3D web development. It also serves as a showcase for my diverse skill set, combining technical expertise with creativity to highlight my experience and passion for interactive digital experiences.
SaadRaouf.dev@gmail.com