
Endless Studios
Game Design Mentor
- Mentor high-school teams through the full cycle (concept, design, storytelling and implementation) to a final pitch and a playable prototype, presented internally.
- Co-mentored around 200 students across four weekly cohorts on a Khalifa Fund programme, teaching game design and programming fundamentals in Endstar as one of a five-person education team.
- Run 1-4 day game jams for students at partner schools, compressing a full make-a-game cycle into a single visit.
- Support interns on the Endless Explorers programme, checking in on their work and running stand-ups while they sit two-week placements with the external studios hosting them.
Unity Development Mentor
- Delivered a structured Unity curriculum to graduate-level students covering the full 2D and 3D development cycle.
2 more notes
- Taught scene setup, asset pipelines, physics, UI, and C# scripting, with hands-on work in gameplay, animation, and optimisation.
- Reviewed student projects and gave structured feedback against defined learning objectives.
Unity Gameplay Developer - Echoes of Marigold
- Built the player movement system on a 2D Blend Tree covering idle, jump, mid-air, fall, and landing states with synchronised animation transitions.
3 more notes
- Built a Metroidvania camera in Unity Cinemachine with dynamic Y-axis damping, trigger-based panning, and seamless directional swaps.
- Wrote a custom Unity Editor tool so the team could configure camera zones without touching code.
- Implemented the combat and enemy AI system: attack mechanics, damage tracking, pathfinding, and dynamic attack responses.
Recognition
- Placed second in cohort, and won Best Game Art Direction at the UAE Game Makers Competition 2025, judged against 10+ cohorts and every Endless Studios programme.
Lead Programmer - Undying Consciousness
- Led programming for a 3-person team building a 3D action-thriller in Unreal Engine 5 across an 11-month cohort.
2 more notes
- Implemented enemy AI, destructible environments, and real-time motion warping driving the parkour traversal system.
- Optimised runtime performance and build times, removing a recurring bottleneck in the team's iteration loop.
Recognition
- Ranked first in cohort at the public showcase, presenting the game to players and investors.
- Selected to speak on a live panel about the game and its development process.












