Please use the tabs on the left to choose specific category.
- Unity Games and Apps
- Unity Assets
- AR/VR Portfolio
- Other Games and Graphics
- Mobile App Portfolio
- Web Applications
- All Game/Graphics Portfolio
- Video Production Portfolio
- Old Practice and Hobbyist Stuff
- Translation Portfolio
- All
- Education
- Work History
- My Skills
Unity Games and Apps
Totally Baseball – Oculus Store
I worked on this famous Quest game totally baseball which uses Photon for multiplayer and firebase for backend. I have worked on both front end Unity code including multiplayer and on the firebase backend including creating and deploying functions.
War & Romance – Nintendo 3DS
I was the director, the programmer and teamleader. It was a self funded indie project that I managed from start to release
This project was particularly challenging to optimize to work on Nintendo 3DS with the hardware limitations. But I managed to make it work and follow the QA from Nintendo until it was accepted for release.
Motion Capture Using VR Headsets in Unity
I also have experience creating software in Unity that utilizes motion capture using VR headsets. In this project I I used vive pro eye to do motion capture in unity.
Motion Capture With Eye/Face Tracking Using Unity and VR
The trailer below was produced using the Unity tool I developed that would use the VR device for motion capture.
I used the same tool in Unity that I developed to create the demonstration below.
Cinematics Production Using Unity
These projects I used Unity as a video production tool, and rendered a cinematic file from unity.
Flight to Omicron Trailer
I have created this whole video in Unity as a trailer for Flight to Omicron. The models are from the asset store, the animation I have done myself with various technical methods and programming inside of Unity. I did it by recording the gameplay and scripting some events to get the output I need as I play the game.
Final edit was done in Davinci resolve.
Stranger Things Inspired Cinematics
I created the environment using Gaia, Gena, Vegetation Studio, mtree and other assets. I also created the houses, roads, and the environment to match a rural area in the US (kind of inspired by hawkins from Stranger Things).
I added driving assets and scripted the path for the car, used cinemachine and timeline to time the events, did some coding for everything to be automated and played without interference and recorded with Unity.
The project uses URP and all postprocessing including the sound effects was also done inside of Unity.
I did more design, art and direction than development for this specific project.
Space Jumper (Unity Android/iOS Game)
A simple mobile game that was programmed with me. I tried to add good ‘game feel’ to it.
Android Link
iOS Link
Unity VR Fork Truck Simulation
I have worked with the client who owns this VR truck simulation. I worked on optimization, on the physics of the fork lift truck. I also worked on the iOS app and on the firebase backend and created the functions and deployed them on firebase and made the connections with the iOS app and the desktop VR simulator. I have changed how the fork move to use physics instead of transform. I have mainly used Configurable Joints with settings that nearly eliminate the jitter and realistically move the lift parts. Among other things..
Bride of the Nile Japanese Release
Bride of the Nile is the first Unity game we have ever released. It was totally self-funded and also our first ever unity game so don’t judge too much over it 😀 . I (the founder of Stranger Games) was the producer, director and also did over 80% of programming. I hired a team of over dozen people from over the world to make it happen.
We have released it on Japanese indie game site dlsite and in comic market in Tokyo.
Bride of the Nile at dlsite.com
This video shows one level of the game. The level is stealth based. The blue bar shows visibility. You have to walk through shadows to escape from the paroling Tyrant soldiers. There are marks for the next destination and compass that shows the direction to the next destination. The level also has some cut-scenes and story line.
This is a bonus stealth level where the player wants to reach end point as fast as he can without being spotted.
Fight level. It’s turn based where the player have to press defend button as the enemy attacks in slow motion. It’s the first combat we did in Unity, we can do much better than that now 😀
Age of Grit PC Unity RPG 2D Game
I (the founder of Stranger Games) did 80% or more of programming for the game. I also had another programmer that I managed in my team to work on the game. The game is released on Steam.
Animation trailer for Age of Grit.
Hack and Slash prototype demo (Unity PC)
That was a rapid prototype for War & Romance game. I did most of the programming. I ended up proceeding with another approach, but I created a whole playable level with that approach.
You can find one iteration of the prototype demo here
Game Jolt Playable Demo Link
This prototype uses a camera approach where the player doesn’t control the camera, but there is a camera with certain settings triggered when a player enters a certain place, then another camera gets triggered in another area and so on.
This prototype was changed to use plyGame for the logic, and a free controllable third person camera.
This is a cutscene using Cinema Director. The English is a parody from Zero Wing English 😀
This is a cutscene using Cinema Director.
War and Romance Work In Progress title (Unity PC)
This is a new prototype for War & Romance. We decided to go with this route for the gameplay of war & romance. We are still working on the actual game though.
War & Romance Visual Novel (Unity Android/iOS)
Boon Hill 2D Adventure (Unity PC Game)
A pixel art 2D unity game.
My Role: I was a freelance programmer. I added some final features and fixed some bugs in this unity based game. I mainly fixed bugs with NGUI stuff.
Get Boon Hill at Steam here.
Interactive Learning eXperiences (Unity)
I was working with abroad team on this unity learning application divided into an editor that teachers use and a player that students use. I was responsible to update the editor/player to show exercise to the player where player choose appropriate strategies, statements and relate it to learning.
I also worked on their C# based ASP.net server that holds the course data, mainly optimizing the part where google sheets data was being fetched to the game sever. But my work was mainly client side.
Character Creation, Animation and Development for Quest VR
I have created this demo for DropsVR on the resource limited Oculus Go. I have created the character and optimized it for Oculus Go.
I have created the character using Daz, Reallusion Character Creator and the animation using Reallusion iClone.
Unity OneToBeam Mobile VR Visualization
Summary
=========
I took responsibility of the project after another programmer, but I did a lot of work and huge improvements and added a lot of new features.
I used PHP, mysql, Javascript, HTML and CSS on the server side.
I used socket programming and UDP broadcast for automatic client/host connection.
I used LWRP Light Weight Render Pipeline, asset bundle creation and loading, shader programming for 360 images transition effects, memory optimizations, client/host socket communication optimization and improvement, PHP server and unity client communication, World Space UI creation for hotspot details in VR, etc.
Overview
=========
This project is pretty complicated and has several parts.
1) PHP, mysql based server with admin panel
2) Android VR client
3) Android host app that controls the Android VR client
4) Unity based 3D model exporter
Partners use the admin PHP panel to upload 360 images and/or 3d models which they used (4) the exporter to export.
The host app logs in to the PHP server and can choose what to show the client VR app.
I took responsibility for both server, host, client and exporter programming from another developer and I was assigned a lot of challenges. Below are some examples of what I’ve worked on in this project.
Exporter Side
=========
-Models exported using the exporter had very big file size and were not optimized for mobile VR, I was responsible for making them smaller and more optimized without sacrificing visual quality using The Lightweight Render Pipeline LWRP.
App Side (Client and Host)
=====================
-The client user used to have to enter IP address manually, I was asked to make the client app ‘detect’ and connect to the host app automatically. If there’re multiple hosts the user should be able to choose between them.
-3D models should be optimized for mobile and should look good enough for visualization
-The app used to crash a lot and was heavy to operate I was responsible for the stability and smoothness of the app
-I also did 360 image transition effect using fade shader programming
-retrieve from server and display hotspots and waypoints on 360 images.
-hotspots have description panels with optional videos attached
-App caching system was not efficient and caused crashes
-Sometimes there was flickering with 3D models
Server Side
=========
-On the server side I was responsible for creating new editor for adding hotspots to 360 images and the ability to upload videos and/or images attached to those hotspots.
Project Management
=================
The client Jason was managing the project, but I also helped with management by suggesting Scrum and helping with trello board management.
Unity Assets
Unity Asset “Adwords Mobile Apps Conversion Tracking and Remarketing”
An asset for unity mobile game developers to help them implement Adwords conversion tracking for their game. I did the programming. It was deprecated after Google have disabled the Adwords SDK and replaced with Firebase.
link
Arabic Support for Unity UGUI
This asset helps users to display Arabic correctly in UGUI and TextMesh components. RTL languages are always a challenge and once the new UGUI was out, it had now RTL support, so we handled it with this asset!
This asset requires no coding for basic usage.
It handles UGUI dynamic text layout without distorting the text.
More advanced features like dynamically loading arabic font only when needed are also included.
Unity Asset “Comic System for Unity with Cardboard VR Support”
An asset to display comics in unity with cardboard VR functionality
Asset Store Link
I did the whole asset programming and publishing myself
Unity Asset “Visual Novel for Dialogue System for Unity”
This is an asset that creates visual novels or visual novel style conversations in Unity. I was responsible for the whole programming of it. It relies on Dialogue System for Unity.
Asset Store Link
Lightning Fast Compilation and Module Management for Unity
Lightning Fast Compilation and Module Management is a great asset that helps developers working on large projects who need flexibility and to divide the scripts into self contained libraries that compile separately and potentially stored as an independent subrepository.
Lightning Fast Compilation and Module Management makes you create self contained scripting library with those features:
• Flexibility of having source code with the speed of having a compiled DLL
• You can have editor code along with run-time code and also Plug-in code in the same library
• Use platform and custom defined directives as you wish in your library code
• Your library can be a self contained git subrepository that integrates easily in multiple game’s codes
• If you were using a DLL before, with the new Fast Compilation DLL you can have the same project and you don’t have to re-assign MonoBehaviours
• With ‘Lightning Fast Compilation and Module Management for Unity’ you will have your DLL compiled and linked with the running version of Unity’s assemblies avoiding any compatibility issues.
Imagine your next big game code. You probably are using a lot of assets code, a lot of your own modular code, and a lot of third party libraries. Things can get messy especially if you need to customize a third party asset or library code for a particular game and manage them as sub-repositories.
Another problem is everything have to be recompiled if you even added a single line of code to test something out. That can be a nuisance in your Edit Code -> Play Test cycle.
You might think that compiling some code to DLL solve some of those problems, and you are right, but what if you have updated some define symbols to the source code of the DLL? You will need to leave unity, open visual studio, change the define symbols manually to match unity and recompile, which is quite nuisance if you ask me. Our asset is to automate and organize those kind of processes with a versioning system friendly approach.
Please check the documentation and tutorials.
AR/VR Portfolio
Motion Capture Using VR Headsets in Unity
I also have experience creating software in Unity that utilizes motion capture using VR headsets. In this project I I used vive pro eye to do motion capture in unity.
Motion Capture With Eye/Face Tracking Using Unity and VR
The trailer below was produced using the Unity tool I developed that would use the VR device for motion capture.
I used the same tool in Unity that I developed to create the demonstration below.
Cinematics Production Using Unity
These projects I used Unity as a video production tool, and rendered a cinematic file from unity.
Flight to Omicron Trailer
I have created this whole video in Unity as a trailer for Flight to Omicron. The models are from the asset store, the animation I have done myself with various technical methods and programming inside of Unity. I did it by recording the gameplay and scripting some events to get the output I need as I play the game.
Final edit was done in Davinci resolve.
Stranger Things Inspired Cinematics
I created the environment using Gaia, Gena, Vegetation Studio, mtree and other assets. I also created the houses, roads, and the environment to match a rural area in the US (kind of inspired by hawkins from Stranger Things).
I added driving assets and scripted the path for the car, used cinemachine and timeline to time the events, did some coding for everything to be automated and played without interference and recorded with Unity.
The project uses URP and all postprocessing including the sound effects was also done inside of Unity.
I did more design, art and direction than development for this specific project.
Unity Asset “Comic System for Unity with Cardboard VR Support”
An asset to display comics in unity with cardboard VR functionality
Asset Store Link
I did the whole asset programming and publishing myself
Kinect Plastic Waste Awareness Software
I have developed a Unity application for a client that uses Kinect that replace background with a looping sea video and the character is replaced with image mosaic of plastic waste. The application purpose is to create awareness of plastic waste hazard in seas. I have done C# and shader programming in Unity to create this application.
Unity VR Fork Truck Simulation
I have worked with the client who owns this VR truck simulation. I worked on optimization, on the physics of the fork lift truck. I also worked on the iOS app and on the firebase backend and created the functions and deployed them on firebase and made the connections with the iOS app and the desktop VR simulator. I have changed how the fork move to use physics instead of transform. I have mainly used Configurable Joints with settings that nearly eliminate the jitter and realistically move the lift parts. Among other things..
Character Creation, Animation and Development for Quest VR
I have created this demo for DropsVR on the resource limited Oculus Go. I have created the character and optimized it for Oculus Go.
I have created the character using Daz, Reallusion Character Creator and the animation using Reallusion iClone.
Unity OneToBeam Mobile VR Visualization
Summary
=========
I took responsibility of the project after another programmer, but I did a lot of work and huge improvements and added a lot of new features.
I used PHP, mysql, Javascript, HTML and CSS on the server side.
I used socket programming and UDP broadcast for automatic client/host connection.
I used LWRP Light Weight Render Pipeline, asset bundle creation and loading, shader programming for 360 images transition effects, memory optimizations, client/host socket communication optimization and improvement, PHP server and unity client communication, World Space UI creation for hotspot details in VR, etc.
Overview
=========
This project is pretty complicated and has several parts.
1) PHP, mysql based server with admin panel
2) Android VR client
3) Android host app that controls the Android VR client
4) Unity based 3D model exporter
Partners use the admin PHP panel to upload 360 images and/or 3d models which they used (4) the exporter to export.
The host app logs in to the PHP server and can choose what to show the client VR app.
I took responsibility for both server, host, client and exporter programming from another developer and I was assigned a lot of challenges. Below are some examples of what I’ve worked on in this project.
Exporter Side
=========
-Models exported using the exporter had very big file size and were not optimized for mobile VR, I was responsible for making them smaller and more optimized without sacrificing visual quality using The Lightweight Render Pipeline LWRP.
App Side (Client and Host)
=====================
-The client user used to have to enter IP address manually, I was asked to make the client app ‘detect’ and connect to the host app automatically. If there’re multiple hosts the user should be able to choose between them.
-3D models should be optimized for mobile and should look good enough for visualization
-The app used to crash a lot and was heavy to operate I was responsible for the stability and smoothness of the app
-I also did 360 image transition effect using fade shader programming
-retrieve from server and display hotspots and waypoints on 360 images.
-hotspots have description panels with optional videos attached
-App caching system was not efficient and caused crashes
-Sometimes there was flickering with 3D models
Server Side
=========
-On the server side I was responsible for creating new editor for adding hotspots to 360 images and the ability to upload videos and/or images attached to those hotspots.
Project Management
=================
The client Jason was managing the project, but I also helped with management by suggesting Scrum and helping with trello board management.
Other Games and Graphics
Geographical Information System CUDA
I did large aerial images rotation and processing using CUDA. I also created a program to process large set of Lidar data.
Otaku’s Misery (Game Maker Studio)
This game is done using Game Maker Studio. It’s a Stranger Games’ game. I did all the programming with the help of some purchased assets.
Android Link
RPG Maker MV Game
I have created this short narrative based RPG Maker MV game. It’s the first episode of a series.It’s a Stranger Games’ game.
Link
Roof generation from a 2D polygon in Ogre/C++
This was an upwork contract for a client creating a project with Ogre 3D/C++ that has building rendering. There was a problem with Roof in the building models and rendering, I fixed it with a mix of shaders and dynamic geometry creation.
GMO Strategy Game (cocos2d-x mobile)
This is a strategy game made in cocos2d-x.
My Role: I worked in this as a programmer in a medium team in a japanese company called ‘Natsume’ and now called ‘Natsume-Atari’.
My main tasks were related to UI and server data processing, updating user data and related stuff
Android Link (The application seems to have been taken down for some reason)
youtube link (youtube video link also seems to be down)
Puyo Puyo Solitaire (Android using Eclipse)
An android card-game
My Role: I did a remake to existing code of this game. I was working in ‘Natsume’ now known as ‘Natsume Atari’ when I was working on this board game remake, mainly was a GUI/animation upgrade
Link
戦烈のマジックガールズ (PHP – Mysql)
My Role: I was working in a japanese company called ‘Natsume Atari’-san when I worked on this PHP/Mysql based game. I was a programmer in a medium team
Android Link
Disgaia Gree Browser based card-rpg game (PHP-mysql)
My Role: I was working in a japanese company called ‘Karakuri-ism’-san when I worked on a browser based game. I was a programmer in a small team and the game was mainly using PHP-mysql.
Android GMO Casino Like Game (C++ with GMO vivid framework)
An android game based on GMO vivid framework
My Role: I was a programmer in a medium team in ‘Natsume’-san working on this C++ GMO’s vivid runtime based game.
Android Link (The application seems to have been taken down for some reason)
Ataxx Biowarefare Board Game (IOS Native xCode)
Ibn al-Nafis Visual Novel (Adobe Air/Android, iOS and PC)
This is ibn al-Nafis visual novel done in Adobe Air. I was the Director and main programmer.
I recruited a team and self-published the app
Japanese indie website link
iOS link
Fluid Physical Simulation (Ogre/C++/Cuda)
I did this project for OPTSYS ENGINEERING client. I (the founder of stranger games) was responsible for the whole thing from beginning to finish.
It’s a physical simulation for a mill using C++/CUDA/Ogre3D/Visual Studio 2008
I also did simple shaders for the fluid.
Mobile App Portfolio
Planswift for iOS
I participated in the programming of this takeoff software for ipad.
I handled the drawing of arcs, rectangles, etc…
I handled basic area calculation among other things.
I did it while working in BardIT, an Egyptian IT company.
Appshopper Link (the app is down from app store for some reason)
Blog Link (link seems to have gone down)
Cheeve.it
Makani
I participated in implementation of this program while working in Badr, an Egyptian IT company.
My participation included getting images from google maps service, getting ‘Points of Interests’ from a custom service, etc…
I also handled user navigation and other related stuff like marking a location and adding to favorites.
iOS Link (the app is down from app store for smoe reason)
Moazen Blackberry App
I added features and fixes to the Moazen blackberry program, mainly in using GPS to locate the user. I was working GlobeSoft, an Egyptian IT company while creating this app.
Web Applications
The Game Forest App (Unity Android/iOS/HTML/PHP)
A wordpress/PHP web site for selling comics/games, and playing web games. It also serves as a backend for a unity mobile app. It’s still in alpha stage
The iOS/Android Unity client app has mini unity games that gets loaded using asset bundles when the player choose a game from the list of games in the webview inside unity.
The client app is planned to be updated to not use unity in the future.
I am the director, manager and main programmer.
I contacted Japanese manga artists and got permission to translate their manga to English/Arabic and sell it on the the website and the connected app. I am in the process of contacting third party game developers to sell their games on my platform.
iOS Link (might be broken)
Android Link (might be broken)
Unity OneToBeam Mobile VR Visualization
Summary
=========
I took responsibility of the project after another programmer, but I did a lot of work and huge improvements and added a lot of new features.
I used PHP, mysql, Javascript, HTML and CSS on the server side.
I used socket programming and UDP broadcast for automatic client/host connection.
I used LWRP Light Weight Render Pipeline, asset bundle creation and loading, shader programming for 360 images transition effects, memory optimizations, client/host socket communication optimization and improvement, PHP server and unity client communication, World Space UI creation for hotspot details in VR, etc.
Overview
=========
This project is pretty complicated and has several parts.
1) PHP, mysql based server with admin panel
2) Android VR client
3) Android host app that controls the Android VR client
4) Unity based 3D model exporter
Partners use the admin PHP panel to upload 360 images and/or 3d models which they used (4) the exporter to export.
The host app logs in to the PHP server and can choose what to show the client VR app.
I took responsibility for both server, host, client and exporter programming from another developer and I was assigned a lot of challenges. Below are some examples of what I’ve worked on in this project.
Exporter Side
=========
-Models exported using the exporter had very big file size and were not optimized for mobile VR, I was responsible for making them smaller and more optimized without sacrificing visual quality using The Lightweight Render Pipeline LWRP.
App Side (Client and Host)
=====================
-The client user used to have to enter IP address manually, I was asked to make the client app ‘detect’ and connect to the host app automatically. If there’re multiple hosts the user should be able to choose between them.
-3D models should be optimized for mobile and should look good enough for visualization
-The app used to crash a lot and was heavy to operate I was responsible for the stability and smoothness of the app
-I also did 360 image transition effect using fade shader programming
-retrieve from server and display hotspots and waypoints on 360 images.
-hotspots have description panels with optional videos attached
-App caching system was not efficient and caused crashes
-Sometimes there was flickering with 3D models
Server Side
=========
-On the server side I was responsible for creating new editor for adding hotspots to 360 images and the ability to upload videos and/or images attached to those hotspots.
Project Management
=================
The client Jason was managing the project, but I also helped with management by suggesting Scrum and helping with trello board management.
All Game/Graphics Portfolio
Those are example projects I worked on either as a freelancer, employee of another company, or for Stranger Games I own. The examples I picked here are focused on Game/Graphics Development.Totally Baseball – Oculus Store
I worked on this famous Quest game totally baseball which uses Photon for multiplayer and firebase for backend. I have worked on both front end Unity code including multiplayer and on the firebase backend including creating and deploying functions.
War & Romance – Nintendo 3DS
I was the director, the programmer and teamleader. It was a self funded indie project that I managed from start to release
This project was particularly challenging to optimize to work on Nintendo 3DS with the hardware limitations. But I managed to make it work and follow the QA from Nintendo until it was accepted for release.
Motion Capture Using VR Headsets in Unity
I also have experience creating software in Unity that utilizes motion capture using VR headsets. In this project I I used vive pro eye to do motion capture in unity.
Motion Capture With Eye/Face Tracking Using Unity and VR
The trailer below was produced using the Unity tool I developed that would use the VR device for motion capture.
I used the same tool in Unity that I developed to create the demonstration below.
Cinematics Production Using Unity
These projects I used Unity as a video production tool, and rendered a cinematic file from unity.
Flight to Omicron Trailer
I have created this whole video in Unity as a trailer for Flight to Omicron. The models are from the asset store, the animation I have done myself with various technical methods and programming inside of Unity. I did it by recording the gameplay and scripting some events to get the output I need as I play the game.
Final edit was done in Davinci resolve.
Stranger Things Inspired Cinematics
I created the environment using Gaia, Gena, Vegetation Studio, mtree and other assets. I also created the houses, roads, and the environment to match a rural area in the US (kind of inspired by hawkins from Stranger Things).
I added driving assets and scripted the path for the car, used cinemachine and timeline to time the events, did some coding for everything to be automated and played without interference and recorded with Unity.
The project uses URP and all postprocessing including the sound effects was also done inside of Unity.
I did more design, art and direction than development for this specific project.
Geographical Information System CUDA
I did large aerial images rotation and processing using CUDA. I also created a program to process large set of Lidar data.
Space Jumper (Unity Android/iOS Game)
A simple mobile game that was programmed with me. I tried to add good ‘game feel’ to it.
Android Link
iOS Link
Bride of the Nile Japanese Release
Bride of the Nile is the first Unity game we have ever released. It was totally self-funded and also our first ever unity game so don’t judge too much over it 😀 . I (the founder of Stranger Games) was the producer, director and also did over 80% of programming. I hired a team of over dozen people from over the world to make it happen.
We have released it on Japanese indie game site dlsite and in comic market in Tokyo.
Bride of the Nile at dlsite.com
This video shows one level of the game. The level is stealth based. The blue bar shows visibility. You have to walk through shadows to escape from the paroling Tyrant soldiers. There are marks for the next destination and compass that shows the direction to the next destination. The level also has some cut-scenes and story line.
This is a bonus stealth level where the player wants to reach end point as fast as he can without being spotted.
Fight level. It’s turn based where the player have to press defend button as the enemy attacks in slow motion. It’s the first combat we did in Unity, we can do much better than that now 😀
Otaku’s Misery (Game Maker Studio)
This game is done using Game Maker Studio. It’s a Stranger Games’ game. I did all the programming with the help of some purchased assets.
Android Link
Age of Grit PC Unity RPG 2D Game
I (the founder of Stranger Games) did 80% or more of programming for the game. I also had another programmer that I managed in my team to work on the game. The game is released on Steam.
Animation trailer for Age of Grit.
RPG Maker MV Game
I have created this short narrative based RPG Maker MV game. It’s the first episode of a series.It’s a Stranger Games’ game.
Link
Hack and Slash prototype demo (Unity PC)
That was a rapid prototype for War & Romance game. I did most of the programming. I ended up proceeding with another approach, but I created a whole playable level with that approach.
You can find one iteration of the prototype demo here
Game Jolt Playable Demo Link
This prototype uses a camera approach where the player doesn’t control the camera, but there is a camera with certain settings triggered when a player enters a certain place, then another camera gets triggered in another area and so on.
This prototype was changed to use plyGame for the logic, and a free controllable third person camera.
This is a cutscene using Cinema Director. The English is a parody from Zero Wing English 😀
This is a cutscene using Cinema Director.
Fluid Physical Simulation (Ogre/C++/Cuda)
I did this project for OPTSYS ENGINEERING client. I (the founder of stranger games) was responsible for the whole thing from beginning to finish.
It’s a physical simulation for a mill using C++/CUDA/Ogre3D/Visual Studio 2008
I also did simple shaders for the fluid.
War and Romance Work In Progress title (Unity PC)
This is a new prototype for War & Romance. We decided to go with this route for the gameplay of war & romance. We are still working on the actual game though.
Roof generation from a 2D polygon in Ogre/C++
This was an upwork contract for a client creating a project with Ogre 3D/C++ that has building rendering. There was a problem with Roof in the building models and rendering, I fixed it with a mix of shaders and dynamic geometry creation.
War & Romance Visual Novel (Unity Android/iOS)
The Game Forest App (Unity Android/iOS/HTML/PHP)
A wordpress/PHP web site for selling comics/games, and playing web games. It also serves as a backend for a unity mobile app. It’s still in alpha stage
The iOS/Android Unity client app has mini unity games that gets loaded using asset bundles when the player choose a game from the list of games in the webview inside unity.
The client app is planned to be updated to not use unity in the future.
I am the director, manager and main programmer.
I contacted Japanese manga artists and got permission to translate their manga to English/Arabic and sell it on the the website and the connected app. I am in the process of contacting third party game developers to sell their games on my platform.
iOS Link (might be broken)
Android Link (might be broken)
Boon Hill 2D Adventure (Unity PC Game)
A pixel art 2D unity game.
My Role: I was a freelance programmer. I added some final features and fixed some bugs in this unity based game. I mainly fixed bugs with NGUI stuff.
Get Boon Hill at Steam here.
Ibn al-Nafis Visual Novel (Adobe Air/Android, iOS and PC)
This is ibn al-Nafis visual novel done in Adobe Air. I was the Director and main programmer.
I recruited a team and self-published the app
Japanese indie website link
iOS link
GMO Strategy Game (cocos2d-x mobile)
This is a strategy game made in cocos2d-x.
My Role: I worked in this as a programmer in a medium team in a japanese company called ‘Natsume’ and now called ‘Natsume-Atari’.
My main tasks were related to UI and server data processing, updating user data and related stuff
Android Link (The application seems to have been taken down for some reason)
youtube link (youtube video link also seems to be down)
Puyo Puyo Solitaire (Android using Eclipse)
An android card-game
My Role: I did a remake to existing code of this game. I was working in ‘Natsume’ now known as ‘Natsume Atari’ when I was working on this board game remake, mainly was a GUI/animation upgrade
Link
戦烈のマジックガールズ (PHP – Mysql)
My Role: I was working in a japanese company called ‘Natsume Atari’-san when I worked on this PHP/Mysql based game. I was a programmer in a medium team
Android Link
Disgaia Gree Browser based card-rpg game (PHP-mysql)
My Role: I was working in a japanese company called ‘Karakuri-ism’-san when I worked on a browser based game. I was a programmer in a small team and the game was mainly using PHP-mysql.
Android GMO Casino Like Game (C++ with GMO vivid framework)
An android game based on GMO vivid framework
My Role: I was a programmer in a medium team in ‘Natsume’-san working on this C++ GMO’s vivid runtime based game.
Android Link (The application seems to have been taken down for some reason)
Ataxx Biowarefare Board Game (IOS Native xCode)
Interactive Learning eXperiences (Unity)
I was working with abroad team on this unity learning application divided into an editor that teachers use and a player that students use. I was responsible to update the editor/player to show exercise to the player where player choose appropriate strategies, statements and relate it to learning.
I also worked on their C# based ASP.net server that holds the course data, mainly optimizing the part where google sheets data was being fetched to the game sever. But my work was mainly client side.
Character Creation, Animation and Development for Quest VR
I have created this demo for DropsVR on the resource limited Oculus Go. I have created the character and optimized it for Oculus Go.
I have created the character using Daz, Reallusion Character Creator and the animation using Reallusion iClone.
Video Production Portfolio
Cinematics Production Using Unity
These projects I used Unity as a video production tool, and rendered a cinematic file from unity.
Flight to Omicron Trailer
I have created this whole video in Unity as a trailer for Flight to Omicron. The models are from the asset store, the animation I have done myself with various technical methods and programming inside of Unity. I did it by recording the gameplay and scripting some events to get the output I need as I play the game.
Final edit was done in Davinci resolve.
Stranger Things Inspired Cinematics
I created the environment using Gaia, Gena, Vegetation Studio, mtree and other assets. I also created the houses, roads, and the environment to match a rural area in the US (kind of inspired by hawkins from Stranger Things).
I added driving assets and scripted the path for the car, used cinemachine and timeline to time the events, did some coding for everything to be automated and played without interference and recorded with Unity.
The project uses URP and all postprocessing including the sound effects was also done inside of Unity.
I did more design, art and direction than development for this specific project.
Motion Capture Using VR Headsets in Unity
I also have experience creating software in Unity that utilizes motion capture using VR headsets. In this project I I used vive pro eye to do motion capture in unity.
Motion Capture With Eye/Face Tracking Using Unity and VR
The trailer below was produced using the Unity tool I developed that would use the VR device for motion capture.
I used the same tool in Unity that I developed to create the demonstration below.
Crowd Funding Campaign Video
I did the Daniel’s body and facial animation in iClone and the other effects in After Effects.
The Game Forest Trailer (re-branded from Space Games & Comics)
I did that using a modified template in After Effects.
3D Animated Trailer After Effects Premiere Maya iClone
I did that using a modified template in After Effects.
Character Creation, Animation and Development for Quest VR
I have created this demo for DropsVR on the resource limited Oculus Go. I have created the character and optimized it for Oculus Go.
I have created the character using Daz, Reallusion Character Creator and the animation using Reallusion iClone.
Old Practice and Hobbyist Stuff
This is old practice projects I did a long time ago while I was a student, so please don't judge my skills based on this. Even though the projects here were just for practice, it made me learn how graphics API work on the low level. Now we use high level game engines to create games, but the base low level knowledge helped me greatly while working with high level engines.Japanese Learning Software (very old)
I did that a long time ago while I was still in college. It’s a Japanese learning software using C# on my extremely old windows mobile 6 phone. It also had a desktop python counter part.
The desktop python app saved lists to study and the client app was for practicing drawing Kanji.
Ogre3D/MFC Practice Demo APP (very old)
I was practicing around Ogre 3D view port rendering inside MFC based UI while I was still a student.
Panda3D/Python Practice 3D demo application (very old)
I was practicing around Panda 3D and Python while I was still a student.
DirectX/C++ 3D demo application (very old)
I was practicing low level graphics and game engine programming while I was still a student.
It might seem simple, but a lot of things are going on.
Rendering videos using Direct Show overlayed on 3D viewport or under it
Abstract 3D model reader with different implementation depending on the fileformat
DLL contains core engine and abstract classes
Separate DLL for certain implementation (like specific 3D reader)
3D navigation using mouse
etc…
Translation Portfolio
Egyptian Revolution App Japanese Translation
I translated this iPhone app about the Egyptian revolution from English to Japanese while working in Bard, an Egyptian IT company.
iOS Link (The app removed from appstore for some reason)
All
Totally Baseball – Oculus Store
I worked on this famous Quest game totally baseball which uses Photon for multiplayer and firebase for backend. I have worked on both front end Unity code including multiplayer and on the firebase backend including creating and deploying functions.
War & Romance – Nintendo 3DS
I was the director, the programmer and teamleader. It was a self funded indie project that I managed from start to release
This project was particularly challenging to optimize to work on Nintendo 3DS with the hardware limitations. But I managed to make it work and follow the QA from Nintendo until it was accepted for release.
Motion Capture Using VR Headsets in Unity
I also have experience creating software in Unity that utilizes motion capture using VR headsets. In this project I I used vive pro eye to do motion capture in unity.
Motion Capture With Eye/Face Tracking Using Unity and VR
The trailer below was produced using the Unity tool I developed that would use the VR device for motion capture.
I used the same tool in Unity that I developed to create the demonstration below.
Cinematics Production Using Unity
These projects I used Unity as a video production tool, and rendered a cinematic file from unity.
Flight to Omicron Trailer
I have created this whole video in Unity as a trailer for Flight to Omicron. The models are from the asset store, the animation I have done myself with various technical methods and programming inside of Unity. I did it by recording the gameplay and scripting some events to get the output I need as I play the game.
Final edit was done in Davinci resolve.
Stranger Things Inspired Cinematics
I created the environment using Gaia, Gena, Vegetation Studio, mtree and other assets. I also created the houses, roads, and the environment to match a rural area in the US (kind of inspired by hawkins from Stranger Things).
I added driving assets and scripted the path for the car, used cinemachine and timeline to time the events, did some coding for everything to be automated and played without interference and recorded with Unity.
The project uses URP and all postprocessing including the sound effects was also done inside of Unity.
I did more design, art and direction than development for this specific project.
Boon Hill 2D Adventure (Unity PC Game)
A pixel art 2D unity game.
My Role: I was a freelance programmer. I added some final features and fixed some bugs in this unity based game. I mainly fixed bugs with NGUI stuff.
Get Boon Hill at Steam here.
Otaku’s Misery (Game Maker Studio)
This game is done using Game Maker Studio. It’s a Stranger Games’ game. I did all the programming with the help of some purchased assets.
Android Link
DirectX/C++ 3D demo application (very old)
I was practicing low level graphics and game engine programming while I was still a student.
It might seem simple, but a lot of things are going on.
Rendering videos using Direct Show overlayed on 3D viewport or under it
Abstract 3D model reader with different implementation depending on the fileformat
DLL contains core engine and abstract classes
Separate DLL for certain implementation (like specific 3D reader)
3D navigation using mouse
etc…
Unity Asset “Visual Novel for Dialogue System for Unity”
This is an asset that creates visual novels or visual novel style conversations in Unity. I was responsible for the whole programming of it. It relies on Dialogue System for Unity.
Asset Store Link
Unity VR Fork Truck Simulation
I have worked with the client who owns this VR truck simulation. I worked on optimization, on the physics of the fork lift truck. I also worked on the iOS app and on the firebase backend and created the functions and deployed them on firebase and made the connections with the iOS app and the desktop VR simulator. I have changed how the fork move to use physics instead of transform. I have mainly used Configurable Joints with settings that nearly eliminate the jitter and realistically move the lift parts. Among other things..
Egyptian Revolution App Japanese Translation
I translated this iPhone app about the Egyptian revolution from English to Japanese while working in Bard, an Egyptian IT company.
iOS Link (The app removed from appstore for some reason)
The Game Forest
The Game Forest, is a comics and games store/platform. It offers a new approach different from existing stores that appeal to indie developers/artists. Crowd Funding like functionality will be added in the near future. The Game Forest also offers Android and iOS applications.
Ibn al-Nafis Visual Novel (Adobe Air/Android, iOS and PC)
This is ibn al-Nafis visual novel done in Adobe Air. I was the Director and main programmer.
I recruited a team and self-published the app
Japanese indie website link
iOS link
Age of Grit PC Unity RPG 2D Game
I (the founder of Stranger Games) did 80% or more of programming for the game. I also had another programmer that I managed in my team to work on the game. The game is released on Steam.
Animation trailer for Age of Grit.
Lightning Fast Compilation and Module Management for Unity
Lightning Fast Compilation and Module Management is a great asset that helps developers working on large projects who need flexibility and to divide the scripts into self contained libraries that compile separately and potentially stored as an independent subrepository.
Lightning Fast Compilation and Module Management makes you create self contained scripting library with those features:
• Flexibility of having source code with the speed of having a compiled DLL
• You can have editor code along with run-time code and also Plug-in code in the same library
• Use platform and custom defined directives as you wish in your library code
• Your library can be a self contained git subrepository that integrates easily in multiple game’s codes
• If you were using a DLL before, with the new Fast Compilation DLL you can have the same project and you don’t have to re-assign MonoBehaviours
• With ‘Lightning Fast Compilation and Module Management for Unity’ you will have your DLL compiled and linked with the running version of Unity’s assemblies avoiding any compatibility issues.
Imagine your next big game code. You probably are using a lot of assets code, a lot of your own modular code, and a lot of third party libraries. Things can get messy especially if you need to customize a third party asset or library code for a particular game and manage them as sub-repositories.
Another problem is everything have to be recompiled if you even added a single line of code to test something out. That can be a nuisance in your Edit Code -> Play Test cycle.
You might think that compiling some code to DLL solve some of those problems, and you are right, but what if you have updated some define symbols to the source code of the DLL? You will need to leave unity, open visual studio, change the define symbols manually to match unity and recompile, which is quite nuisance if you ask me. Our asset is to automate and organize those kind of processes with a versioning system friendly approach.
Please check the documentation and tutorials.
GMO Strategy Game (cocos2d-x mobile)
This is a strategy game made in cocos2d-x.
My Role: I worked in this as a programmer in a medium team in a japanese company called ‘Natsume’ and now called ‘Natsume-Atari’.
My main tasks were related to UI and server data processing, updating user data and related stuff
Android Link (The application seems to have been taken down for some reason)
youtube link (youtube video link also seems to be down)
Arabic Support for Unity UGUI
This asset helps users to display Arabic correctly in UGUI and TextMesh components. RTL languages are always a challenge and once the new UGUI was out, it had now RTL support, so we handled it with this asset!
This asset requires no coding for basic usage.
It handles UGUI dynamic text layout without distorting the text.
More advanced features like dynamically loading arabic font only when needed are also included.
IQ Soup’s Age of Grit Steampunk RPG
We are working with Iq Soup in Age of Grit, a Unity Engine steampunk RPG.
In Age of Grit you play the captain of an old, beat-up, steampunk airship traveling across a Wild West inspired world. You’re looking for whatever work you can find–bounty hunting, smuggling contraband, running guns…maybe even a little train robbery if you’re so inclined. ‘Bout anything it takes to pay the bills, keep the guns loaded, the boiler stoked, and keep your ship in the sky!
Puyo Puyo Solitaire (Android using Eclipse)
An android card-game
My Role: I did a remake to existing code of this game. I was working in ‘Natsume’ now known as ‘Natsume Atari’ when I was working on this board game remake, mainly was a GUI/animation upgrade
Link
Unity Asset “Comic System for Unity with Cardboard VR Support”
An asset to display comics in unity with cardboard VR functionality
Asset Store Link
I did the whole asset programming and publishing myself
3D Animated Trailer After Effects Premiere Maya iClone
I did that using a modified template in After Effects.
14 Hours Productions – Welcome to Boon Hill
Welcome to Boon Hill is an atmospheric pixel art game. A grave yard simulation. We at Stranger Games helped fix some last bugs before release.
Unity Asset “Adwords Mobile Apps Conversion Tracking and Remarketing”
An asset for unity mobile game developers to help them implement Adwords conversion tracking for their game. I did the programming. It was deprecated after Google have disabled the Adwords SDK and replaced with Firebase.
link
War & Romance
War & Romance is our own game we are developing at Stranger Games using Unity engine. It’s still in early stage, but a working demo will be released soon. Stay tuned! War & Romance Interactive Novel is already released, and you can check it here.
戦烈のマジックガールズ (PHP – Mysql)
My Role: I was working in a japanese company called ‘Natsume Atari’-san when I worked on this PHP/Mysql based game. I was a programmer in a medium team
Android Link
Planswift for iOS
I participated in the programming of this takeoff software for ipad.
I handled the drawing of arcs, rectangles, etc…
I handled basic area calculation among other things.
I did it while working in BardIT, an Egyptian IT company.
Appshopper Link (the app is down from app store for some reason)
Blog Link (link seems to have gone down)
Disgaia Gree Browser based card-rpg game (PHP-mysql)
My Role: I was working in a japanese company called ‘Karakuri-ism’-san when I worked on a browser based game. I was a programmer in a small team and the game was mainly using PHP-mysql.
Cheeve.it
Ibn al-Nafis Visual Novel
Ibn al-Nafis is a simple visual novel about a scientist that was behind important medical discoveries.
Android GMO Casino Like Game (C++ with GMO vivid framework)
An android game based on GMO vivid framework
My Role: I was a programmer in a medium team in ‘Natsume’-san working on this C++ GMO’s vivid runtime based game.
Android Link (The application seems to have been taken down for some reason)
Makani
I participated in implementation of this program while working in Badr, an Egyptian IT company.
My participation included getting images from google maps service, getting ‘Points of Interests’ from a custom service, etc…
I also handled user navigation and other related stuff like marking a location and adding to favorites.
iOS Link (the app is down from app store for smoe reason)
Bride of the Nile Visual Novel
Bride of the Nile Visual Novel is a historical fiction based story that is presented in a visual novel style. Currently it has Arabic and Japanese, with English on the way. We hired an international team of voice actors/artists etc. to create this game. Feel free to contact-us if you want to create something in Arabic or Japanese. We can create it for your, or help you with voice acting/illustrations etc.
Geographical Information System CUDA
I did large aerial images rotation and processing using CUDA. I also created a program to process large set of Lidar data.
Moazen Blackberry App
I added features and fixes to the Moazen blackberry program, mainly in using GPS to locate the user. I was working GlobeSoft, an Egyptian IT company while creating this app.
Kinect Plastic Waste Awareness Software
I have developed a Unity application for a client that uses Kinect that replace background with a looping sea video and the character is replaced with image mosaic of plastic waste. The application purpose is to create awareness of plastic waste hazard in seas. I have done C# and shader programming in Unity to create this application.
Space Jumper (Unity Android/iOS Game)
A simple mobile game that was programmed with me. I tried to add good ‘game feel’ to it.
Android Link
iOS Link
Crowd Funding Campaign Video
I did the Daniel’s body and facial animation in iClone and the other effects in After Effects.
Bride of the Nile Japanese Release
Bride of the Nile is the first Unity game we have ever released. It was totally self-funded and also our first ever unity game so don’t judge too much over it 😀 . I (the founder of Stranger Games) was the producer, director and also did over 80% of programming. I hired a team of over dozen people from over the world to make it happen.
We have released it on Japanese indie game site dlsite and in comic market in Tokyo.
Bride of the Nile at dlsite.com
This video shows one level of the game. The level is stealth based. The blue bar shows visibility. You have to walk through shadows to escape from the paroling Tyrant soldiers. There are marks for the next destination and compass that shows the direction to the next destination. The level also has some cut-scenes and story line.
This is a bonus stealth level where the player wants to reach end point as fast as he can without being spotted.
Fight level. It’s turn based where the player have to press defend button as the enemy attacks in slow motion. It’s the first combat we did in Unity, we can do much better than that now 😀
Fluid Physical Simulation (Ogre/C++/Cuda)
I did this project for OPTSYS ENGINEERING client. I (the founder of stranger games) was responsible for the whole thing from beginning to finish.
It’s a physical simulation for a mill using C++/CUDA/Ogre3D/Visual Studio 2008
I also did simple shaders for the fluid.
The Game Forest Trailer (re-branded from Space Games & Comics)
I did that using a modified template in After Effects.
Hack and Slash prototype demo (Unity PC)
That was a rapid prototype for War & Romance game. I did most of the programming. I ended up proceeding with another approach, but I created a whole playable level with that approach.
You can find one iteration of the prototype demo here
Game Jolt Playable Demo Link
This prototype uses a camera approach where the player doesn’t control the camera, but there is a camera with certain settings triggered when a player enters a certain place, then another camera gets triggered in another area and so on.
This prototype was changed to use plyGame for the logic, and a free controllable third person camera.
This is a cutscene using Cinema Director. The English is a parody from Zero Wing English 😀
This is a cutscene using Cinema Director.
RPG Maker MV Game
I have created this short narrative based RPG Maker MV game. It’s the first episode of a series.It’s a Stranger Games’ game.
Link
War and Romance Work In Progress title (Unity PC)
This is a new prototype for War & Romance. We decided to go with this route for the gameplay of war & romance. We are still working on the actual game though.
Roof generation from a 2D polygon in Ogre/C++
This was an upwork contract for a client creating a project with Ogre 3D/C++ that has building rendering. There was a problem with Roof in the building models and rendering, I fixed it with a mix of shaders and dynamic geometry creation.
Japanese Learning Software (very old)
I did that a long time ago while I was still in college. It’s a Japanese learning software using C# on my extremely old windows mobile 6 phone. It also had a desktop python counter part.
The desktop python app saved lists to study and the client app was for practicing drawing Kanji.
The Game Forest App (Unity Android/iOS/HTML/PHP)
A wordpress/PHP web site for selling comics/games, and playing web games. It also serves as a backend for a unity mobile app. It’s still in alpha stage
The iOS/Android Unity client app has mini unity games that gets loaded using asset bundles when the player choose a game from the list of games in the webview inside unity.
The client app is planned to be updated to not use unity in the future.
I am the director, manager and main programmer.
I contacted Japanese manga artists and got permission to translate their manga to English/Arabic and sell it on the the website and the connected app. I am in the process of contacting third party game developers to sell their games on my platform.
iOS Link (might be broken)
Android Link (might be broken)
Ataxx Biowarefare Board Game (IOS Native xCode)
Ogre3D/MFC Practice Demo APP (very old)
I was practicing around Ogre 3D view port rendering inside MFC based UI while I was still a student.
War & Romance Visual Novel (Unity Android/iOS)
Panda3D/Python Practice 3D demo application (very old)
I was practicing around Panda 3D and Python while I was still a student.
Character Creation, Animation and Development for Quest VR
I have created this demo for DropsVR on the resource limited Oculus Go. I have created the character and optimized it for Oculus Go.
I have created the character using Daz, Reallusion Character Creator and the animation using Reallusion iClone.
Interactive Learning eXperiences (Unity)
I was working with abroad team on this unity learning application divided into an editor that teachers use and a player that students use. I was responsible to update the editor/player to show exercise to the player where player choose appropriate strategies, statements and relate it to learning.
I also worked on their C# based ASP.net server that holds the course data, mainly optimizing the part where google sheets data was being fetched to the game sever. But my work was mainly client side.
Unity OneToBeam Mobile VR Visualization
Summary
=========
I took responsibility of the project after another programmer, but I did a lot of work and huge improvements and added a lot of new features.
I used PHP, mysql, Javascript, HTML and CSS on the server side.
I used socket programming and UDP broadcast for automatic client/host connection.
I used LWRP Light Weight Render Pipeline, asset bundle creation and loading, shader programming for 360 images transition effects, memory optimizations, client/host socket communication optimization and improvement, PHP server and unity client communication, World Space UI creation for hotspot details in VR, etc.
Overview
=========
This project is pretty complicated and has several parts.
1) PHP, mysql based server with admin panel
2) Android VR client
3) Android host app that controls the Android VR client
4) Unity based 3D model exporter
Partners use the admin PHP panel to upload 360 images and/or 3d models which they used (4) the exporter to export.
The host app logs in to the PHP server and can choose what to show the client VR app.
I took responsibility for both server, host, client and exporter programming from another developer and I was assigned a lot of challenges. Below are some examples of what I’ve worked on in this project.
Exporter Side
=========
-Models exported using the exporter had very big file size and were not optimized for mobile VR, I was responsible for making them smaller and more optimized without sacrificing visual quality using The Lightweight Render Pipeline LWRP.
App Side (Client and Host)
=====================
-The client user used to have to enter IP address manually, I was asked to make the client app ‘detect’ and connect to the host app automatically. If there’re multiple hosts the user should be able to choose between them.
-3D models should be optimized for mobile and should look good enough for visualization
-The app used to crash a lot and was heavy to operate I was responsible for the stability and smoothness of the app
-I also did 360 image transition effect using fade shader programming
-retrieve from server and display hotspots and waypoints on 360 images.
-hotspots have description panels with optional videos attached
-App caching system was not efficient and caused crashes
-Sometimes there was flickering with 3D models
Server Side
=========
-On the server side I was responsible for creating new editor for adding hotspots to 360 images and the ability to upload videos and/or images attached to those hotspots.
Project Management
=================
The client Jason was managing the project, but I also helped with management by suggesting Scrum and helping with trello board management.
Education:
I have a Bachelor in Computer Science with grade excellent with honor from Arab Academy for Science and Technology. I used CUDA in my graduation thesis titled "Accelerate Ray Tracing Renderer Techniques" I also have Japanese Language Proficiency Test JLPT N3 certificate.Work History
Employment_1:
Company Name | Natsume Atari |
Employment Duration | 2012-12〜2013-10 |
Location of HQ | Japan |
Position / Status | Game Programmer |
Job Type | Programmer |
Industry | Games |
Country Worked in | Japan |
Career Level | Staff Level |
Job Description | Web and G-gee Android based game programming. I was the main programmer in updating the whole UI and graphics of Android game. The game is made with java and android sdk. I also participated in the programming of physics and graphics of a C++ japanese game. The game was done using vivid runtime of GMO. C++ was used for programming. I also participated in a japanese game developed by cocos2d-x My main tasks were related to UI and server data processing, updating user data and related stuff |
Employment_2:
Company Name | Karakuri-ism |
Employment Duration | 2012-06〜2012-10 |
Location of HQ | Japan |
Position / Status | Social Game Programmer |
Job Type | Programmer |
Industry | Games |
Country Worked in | Japan |
Career Level | Staff Level |
Job Description | Web social game programming (PHP, smarty) on Gree/MBGA platform I was the main programmer on one Gree game, and a programmer on one Gree/MBGA game. |
Employment_3:
Company Name | Stranger Games |
Employment Duration | 2011-10〜2012-06 |
Location of HQ | Egypt |
Position / Status | Founder |
Job Type | Executive |
Industry | Games |
Country Worked in | Egypt |
Career Level | Executive Level |
Job Description | I was the Director and programmer for the project Ibn Al-nafis Japanese Visual Novel, which had 1st ranking in downloads in a week and 3rd ranking in downloads for a month on the famous Japanese dlsite.com Link to ibn al-Nafis at dlsiteI used Adobe Air and Air Novel for developing this.I also did work for clients, below are main highlights of contract work.I did the following for OPTSYS ENGINEERING client:Physical simulation for a mill using C++/CUDA/Ogre3D/Visual Studio 2008 The project involved searching for papers/researches for Fluid <> Solid interaction, and different SPH techniques. Also I looked and used some of the open source programs for faster iteration.I did the following for Imagenationdesign client:GIS Software Development using C++/CUDA |
Employment_4:
Company Name | BadrIT |
Employment Duration | 2010-11〜2011-06 |
Location of HQ | Egypt |
Position / Status | iPhone Developer |
Job Type | Programmer |
Industry | Software Vendor |
Country Worked in | Egypt |
Career Level | Staff Level |
Job Description | iPhone, iPad Objective-C Programming I was the main programmer for this game “Ataxx Bio-Warfare” except the AI part. http://itunes.apple.com/us/app/ataxx-bio-warfare/id434373422?mt=8I translated this program to Japanese. http://itunes.apple.com/jp/app//id425358725?mt=8I worked on a project of planswift port for iPad. Planswift is a takeoff and estimation program.I worked on a maps program specialized for Egypt called Makani. My participation included getting and displaying images from google maps service, getting 'Points of Interests' from a custom service, etc... I also handled user navigation and other related stuff like marking a location and adding to favorites.Cheeve.it is a social application that enables you to manage, receive and send tasks from/to others. I participated in its development while working with BadrIT, mainly communicating with server and decoding xml response. |
Employment_5:
Company Name | GlobeSoft |
Employment Duration | 2010-02〜2010-06 |
Location of HQ | Egypt |
Position / Status | BlackBerry Developer |
Job Type | Programmer |
Industry | Software Vendor |
Country Worked in | Egypt |
Career Level | Staff Level |
Job Description | BlackBerry developer. I added features and fixes to the Moazen program. http://www.globe-soft.net/Globesoft/Moazen.aspx |
Employment_6:
Company Name | Arab Academy for Science and Technology College of Computing and Information Technology |
Employment Duration | 2009-10〜2010-01 |
Location of HQ | Egypt |
Position / Status | Part-time Teaching Assistant |
Job Type | Teacher/Instructor |
Industry | Education/School |
Country Worked in | Egypt |
Career Level | Staff Level |
Job Description | I worked as a part time Teaching Assistant in Arab Academy for Science and Technology College of Computing and Information Technology for the fall 2009 semester (October 2009-January 2010). |
Skills:
Unity | 3-5 Years |
C# (mainly along with Unity, but used it for other projects too) | 3-5 Years |
iPhone programming (using objective C) | 2-3 Years |
Python Language | Less than 1 year |
C/C++ | 1-2 years |
Java (mainly for Android and Blackberry development) | Less than 1 year |
Graphics Programming (DirectX, OpenGL,..) | Less than 1 year |
Cuda programming | 1-2 years |
BlackBerry programming using java | Less than 1 year |
PHP | 2-3 years |
WordPress Plugin Development | 3 years |
GIT | 2-3 years |
JavaScript | 1-2 years |
Mysql | 2-3 years |
CentOS Administration | Less than 1 year |
Apache | Less than 1 year |
Objective-C | 1-2 years |
Cocos2d-x | Less than 1 year |
AdobeAir | Less than 1 year |
Rest API | 2-3 Years |