Menu

menu

Games Crafted

Roots Of Yggdrasil

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.

Platforms

Rainbow Billy: The curse of the leviathan

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.

Platforms

Hero Training

Game Engine Programming ISART Digital Montreal

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.

Bachelor in Computer Science Al Akhawayn University in Ifrane

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.

Character Attributes

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.

Side Quests

Video Games

Favorite Games

AC Origins

POP Sand of Times

Uncharted 4

OW 2

League of Legends

Dofus

Favorite Consoles

Nintendo 3Ds

PS 4

Tech Interests

Crawlers

Computers

Engines

Graphics Prog

Mobile Dev

e-Shops

Electronic Music

Explore Electronic Music making and sound Design using Ableton

Ableton

Favorite Artists

David August

Be Svendsen

Stephan Bodzin

Lead Game Programmer

Manavoid Entretainmment
2020 - Present | Montreal - Canada

Project Leadership

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.

System Design & Development

Contributed to the development of key systems, including openworld, procedural generation and save systems, for Roots of Yggdrasil and Rainbow Billy.

Custom Tools

Developed editor tools for open world systems, quest management, and save file analysis.

Dynamic Audio Integration

Partnered with the audio team to implement dynamic audio experiences, changing music according to various gameplay elements and story progression.

Analytics Integration:

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.

Technical Art

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.

Mentorship & Onboarding

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.

Game Programmer

Affordance Studio 2019 - 2020 | Montreal - Canada

Two Falls: Nishu Takuatshina Prototype:

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.

Pokémon GO-Style App Development:

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.

Virtual Pet Game:

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.

Software Engineer - Intern

Sofrecom (Orange Group) 2014 | Rabat - Morocco

Project Focus

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.

Technical Contributions

Designed and implemented the questionnaire tool, producing detailed reports and actionable insights based on the collected data.

Corporate Experience

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.

Learning Outcomes

Enhanced skills in documentation, presentation, and analysis within a large corporate environment, learning to navigate and contribute to complex projects.

Software Engineer - Intern

National Ministry of Finance Morocco | 2013 | Rabat - Morocco

Project Contribution

Contributed to the development of a sub-module for the Simple-IS online tax declaration portal, focusing on the Contribution Sociale tax.

Technical Experience

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.

Specification and Development

Created specification requirements and developed UML diagrams, applying software engineering principles to build the Contribution Sociale module.

Learning and Growth

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.

AEC in Game Engine Programming

ISART Montreal | 2017-2019 | Montreal - Canada

Focused on engine and graphics programming, video game math, with some projects on Unity and Unreal to explore modern engines.

Key Projects

First Year: Developed a rasterizer and a Minecraft clone.

Second Year: Created a game engine. More details available in the inventory section.

Links

3Ds Max Certification

InfoDesign | 2015 - 2016 | Casablanca - Morocco

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.

Links

Bachelor's Degree in Computer Science

Al Akhawayn University | 2010 - 2015 | Ifrane - Morocco

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.

Links

Moroccan BAC Diploma

Specialization in Science and Math | 2010 | Kenitra - Morocco

Specialized in engineering, with a strong focus on science and mathematics, laying the foundation for further studies in computer science and technology.

Charly Chaplin: The game

Lead Programmer | Manavoid | 2024

Project Description

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.

Achivements

Led Development

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.

Technical Art

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.

Tool Development

Designed and implemented custom Unity tools and documentation, enabling the design team to quickly prototype and create puzzles.

Audio Integration

Partnered with the audio team to develop and integrate soundscapes that enhanced the game's atmosphere and ensured seamless audio transitions.

Analytics Integration

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.

Collaborated with External Client

Worked closely with the IP holder to ensure alignment with project requirements and expectations.

Images & Links

ScreenShots

Links

Roots of Yggdrasil

Game Programmer | Manavoid | 2021-2022

Project Description

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!

Achivements

Developed a Robust Save System

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.

System Design:

Designed the system to enable easy serialization of any data, leveraging C# reflection and attributes to dynamically scan classes and tag fields.

Efficiency and Future-Proofing:

Implemented a caching mechanism to build a structured version of the data for efficient change detection and future-proofing.

Inspired by Django ORM:

Modeled the system after the Django Python framework’s ORM, incorporating features like migration to streamline data management and updates.

Procedural Generation:

System Design

Worked on the procedural generation to ensure consistent and reliable game worlds, allowing players to have a coherent experience across multiple sessions

Procedural Consistency

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.

Onboarding and Mentoring

Facilitated Onboarding:

Introduced interns and new programmers to team workflows and coding standards, ensuring a smooth integration into the development environment.

Provided Mentorship:

Guided new team members on best coding practices, system integration, and code optimization, fostering a culture of quality and collaboration.

Images & Links

ScreenShots

Links

Rainbow Billy

System Programmer | Manavoid | 2019-2021

Project Description

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!

Achivements

Open World System Development:

Architectural Design

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.

Custom Editor Tools:

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.

Initial Save System Implementation

Engineered First Save System:

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.

Innovative Persistence Subsystem:

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.

Dynamic Music Integration

Collaborated with Audio Team:

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.

Editor Tool

Quest System Tools:

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.

Save File Management:

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.

Images & Links

ScreenShots

Two Falls Nishu Takuatshina

Unity Programmer | Affordance | 2019

Project Description

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.

Achivements

Prototype Development

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.

Technical Achievements

Player Controller & Animation Systems:

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.

Dialogue System with Voice-Over:

Created a dialogue system with voice-over support, adding depth to character interactions and narrative.

Dynamic Comic System:

Designed a dynamic comic feature to reflect player choices made during the demo, providing a unique, choice-driven narrative element.

Images & Links

ScreenShots

Links

Cloud Engine

Engine Programmer | ISART Digital | 2019

Project Description

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.

Achivements

Core Engine Contributions

Core Systems:

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.

Rendering Pipeline:

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.

Editor Contributions:

Scene and Game View Features

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.

Images & Links

ScreenShots

Links:

Elk Craft

Minecraft clone | ISART Digital | 2018

Project Description

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.

Achivements

Open World System Development

Procedural World Generation:

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.

Optimization:

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.

Environmental Detailing:

Utility Development: Developed utilities for adding vegetation, varying terrain types, and other environmental details, enhancing the realism and diversity of the generated world.

Images & Links

ScreenShots

Links

Best Party Ever

Game Programmer | Ludum Dare | 2017

Project Description

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.

Learning and Growth

Team Collaboration and Time Management

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.

AI and Navigation Skills:

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.

Images & Links

ScreenShots

Links

OBVI Interactives

3D Artist Modeling & Texturing | OBVI | 2016

Project Description

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.

Learning and Growth

Technical Skills

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.

Experience & Technical Precision

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.

Images & Links

ScreenShots

Links

3ds Max Certification

Certification Final Project | Info Design | 2015

Project Description

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.

Learning and Growth

Unity Experience

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.

Images & Links

ScreenShots

Links

SimpleIS Online Tax Payment

Internship Computer Engineer | National Ministry of Finance Morocco | 2013

Project Description

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.

Learning and Growth

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.

Images & Links

ScreenShots

Links

C

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.

Saad Raouf

Game Programmer

Montreal, Quebec, Canada

About Me

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.

Resume (PDF)

Download Resume as PDF

download

Github Profile

About This Website

I 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.

Contact

SaadRaouf.dev@gmail.com

Saad Raouf

Lead Programmer

fullscreen fullscreen_exit

Location

Montreal - Canada

Saad Raouf

Game Programmer

Loading Models
Loading Character
Loading Environment
Loading Textures
Loading Albedo
Loading Emissive
Loading Animations
Loading Shaders
Loading Holographic Shader
Loading Intersection Shader
Loading Post-Processing
Loading Effects Composer
Loading Render Pass
Loading Unreal Bloom

Loading Simulation

Loading...

Enter