
Shadow of The Sphinx (2025)
A puzzle game that I made in 10 days with my colleague. I was responsible for all the technical and game dev aspects of the game where I wanted to apply my skills in UE5 in one project under a strict schedule.
Mechanics I applied:
-Quest System based on global Event flagging System
-Check Point and Quest Reset when you’re stuck
-Different Puzzle mechanics
-Interaction System
-Smart AI Enemy that predicts where you might be or go randomly to pre-set locations of target actors set in level
-InGame Cinematics System with camera blending
-Item Pickup and Inventory System with interactive UI
-Narration System with Subtitles UI
-Localization and Supporting many languages (Arabic for now)
GAS Combat System demo game (2022)
In my third project, inspired by Sekiro, I aimed to dive deeper into Unreal Engine’s animation blueprint and combat system. I focused on creating a combat system like Sekiro and Elden Ring, I studied Unreal’s GAS (Gameplay Ability System) and built my entire combat mechanics around it. This included implementing combo attacks, damage reactions, a parrying system, and an AI enemy boss capable of using the same attacks as the player. This project significantly enhanced my skills in advanced animation and combat system development.
Arena of Phrixus (2019)
A collaborative game project was developed with a friend shortly after I completed my first solo project. Building on our initial experience with Unreal Engine, we explored advanced techniques such as implementing a combat system, applying FX effects, and developing a detailed damage and health system. Additionally, we delved into online sessions to facilitate multiplayer gameplay, aiming to create an engaging online arena. This project not only expanded our technical skills but also enhanced our ability to collaborate and innovate in a team setting.
Souls Run (2018)
A solo-developed game to consolidate various skills learned while exploring Unreal Engine without prior programming experience. Utilizing Blueprint Visual Scripting, basic 3D modeling, and sound design, the game features simple gameplay mechanics, character movement, and level design. Overcoming the steep learning curve and asset creation challenges through online tutorials and community support, I successfully created a playable game, enhancing my understanding of game development and my ability to self-learn and adapt to new technologies. Souls Run marks a significant milestone in my journey as a self-taught game developer.





