Unity
Developer

gameplay systems, UI architecture, netcode

Five years and nine shipped commercial titles across Steam, Google Play, and WebGL including a mobile release past 100,000 downloads at 4.7 stars. I turn tightly coupled prototypes into modular systems a team can extend without breaking them.

Scroll
Steam Google Play WebGL Android Photon Fusion Photon Quantum Unity 6 C# 9 shipped titles 100k+ downloads Minimax AI Addressables
Steam Google Play WebGL Android Photon Fusion Photon Quantum Unity 6 C# 9 shipped titles 100k+ downloads Minimax AI Addressables
5+
Years professional
9
Commercial titles shipped
100k+
Downloads, one release
4.7
Google Play rating
01 Selected work

Shipped, not
prototyped

Seven of nine titles, with the systems I owned on each.
Saif Chamakhi
Select title 7 credits
Now playing 01 / 07
Maleficus
PC 2025
Multiplayer arena spell game. Refactored a coupled codebase into an event-driven architecture with strict UI/gameplay separation.
  • Refactored a tightly coupled codebase into a clean event-driven architecture with strict UI/gameplay separation, letting new features ship without breaking existing systems.
  • Built the state-driven onboarding flow team, character, spell, ready and modular spell selection.
  • Project complete and awaiting publisher release.
Watch the demo
Unity C# Photon Event-driven
1P
Press a button to load its case notes
Insert coin
Earlier titles Slash And Dash (BPM-driven obstacle generation, background VFX), DaQueen (ragdoll controller, Photon multiplayer) plus a back catalogue of 20+ legacy titles restored and republished to current store requirements.
02 Experience

Where I've built

StolenPad
Unity Developer
2026 – Present
  • Built 5+ hypercasual prototypes from concept to playable build under rapid iteration cycles, owning gameplay systems, UI, and release readiness solo on most builds. Several are now being pitched to publishers.
  • Restored and republished a back catalogue of 20+ legacy titles, fixing breaking issues and meeting current store requirements to make the catalogue viable for publisher acquisition.
  • Cut build sizes for web and mobile using texture compression, profiling-led code optimisation, and Addressables meeting platform limits without cutting content.
BNJMO
Unity Developer
Feb 2025 – Feb 2026
  • Authored the studio's shared framework covering the audio system, announcement system, event-driven layer, and UI transition utilities.
  • Distributed it via Git submodules and reused it across Tikto King, Maleficus, multiple client projects, and the studio website, removing repeated setup work on every new project.
  • Delivered gameplay architecture, AI, and scalable UI on Maleficus, Tikto King, and Super One.
Blue Gravity Studios
Game Developer
Nov 2023 – Sep 2024
  • Owned the UI layer on Draft Fever Bowl within a 20+ person Steam production, including a responsive popup framework reused team-wide.
  • Integrated Photon Fusion multiplayer and optimised WebGL performance on The Plooshies.
  • Built progression systems and early UI on Albert's Ark Idle through to Steam release.
READY TO TEK
Game Developer
Feb 2023 – Nov 2023
  • Shipped The Amazing SaniBoy to Google Play 100,000+ downloads at 4.7 stars owning UI, gameplay mechanics, and backend integration.
  • Designed a JSON-encrypted in-game store and integrated Google Play services, ad networks, and leaderboards.
03 Tools built

Beyond the game

editor-tool
Texture compression tool

Reduces texture sizes across an entire project, cutting build size for web and mobile releases without manual per-asset work.

ui-framework
Adaptive UI system

Generic framework that adapts to context button count, field text, colour, width, resolution removing the need to rebuild interfaces per screen or platform.

04 Stack

What I bring

Engines & Languages
Unity 3D / 2D Unity 6 C# .NET C++
Multiplayer & Netcode
Photon Fusion Photon Quantum Client/server sync State synchronisation
Gameplay & AI
Gameplay systems Minimax / Alpha-Beta Animator VFX / SFX Physics
UI Systems
Unity UI / Canvas Responsive layouts Reusable components UI/gameplay separation
Architecture & Patterns
OOP SOLID Event-driven ScriptableObjects State machines Modular frameworks
Performance & Tooling
Unity Profiler Texture compression Addressables Build size & memory Editor tooling
Platforms & Integration
Android iOS Google Play Steam WebGL REST APIs JSON Ad networks
Workflow
Git / GitHub / GitLab Agile (Scrum / Kanban) Jira Notion
05 Contact

Need a dev who owns features end to end?

Full-time or contract, remote on EU/GMT hours. Tunis, Tunisia.

Education
Bachelor's in Video Game Development
ISAMM, Manouba · 2019–2022
Computer Science
Ibn Khaldoun High School · 2016–2017
Languages
Arabic Native
English Professional
French Fluent
Elsewhere