Company Projects
TIP: Click on the title of the project to see the website and on Android/IOS icon for app link
The Game is developed in Unity Game Engine.
Worked on Feature development right from pre-production to its rollout which involves reviewing Game Design documents, Stress meetings, Technical planning, Video code review, and more.
Fixed lots of bugs and most of them are live in the game. Furthermore, used Bugsnag and Crashlytics to investigate all the runtime exceptions and crashes like ANR and monitor all the logs on the release build.
Remote Config setup to update parameters on production builds, create variants, or simply configure a safety switch for a feature.
Integrated Analytics Events in the game based on the list provided by the Business Intelligence team.
Involved in release management as a part of the release team and managed all the releases for an entire quarter.
Project by Howard Delafield International, LLP
Working on the player character, NPCs, and environment setup.
Implemented the game flow as per the storyboard for the first 4 Episodes.
Developed systems, managers, UIs, and testing tools.
Memory profiling by creating the development build.
Developed RAM optimization systems and integrate them into the game flow for every episode.
BattleCareVR (OCULUS QUEST)
Developed a tool for testing the game in the Unity editor
3D environment setup and character setup
UI and video player implementation using OVR overlay.
Created a system (Manager) that integrated OVR Lip Sync with the existing code base.
Integrated OVR Lip Sync for all the characters
Implemented Audio spatialization for a few point source sounds like NPC discussion, truck noise, insect sound, and more.
ENA VR (OCULUS GO)
Developed a Map system that tracks the current position of the player in the environment.
Built all World space UI, optimization on lighting and Game play coding.
Integrated OVR Lip Sync for all the characters
Implemented Audio spatialization for few point source sounds like TV, collogue discussions (NPC) and more
AR Safety Games
Implemented the setup for ground plane detection (Markless tracking) as well as image detection (Marked tracking) and also worked on AR foundation ground plane detection and environment spawning using AR Foundation for comparison.
Programmed the entire flow of the game.
Accenture: The Race
Worked on Unity video player, IFrame with provision to play the video from a dedicated server.
Implemented all the UIs of the projects, including UI scripting, UI animation, Draw call optimization, Sprite atlas generation, Memory optimization, and a UI Manager that controls all the UI in the game.
Created an XML-based QnA system for the project which is converted into scriptable objects at editor time and that asset is loaded at runtime to access data.
Implemented all the UIs of the game and developed a system for dynamic question length and option count (Object pooling used and UI Tweening used).
Flow Play (Visual scripting)
Developed a framework that converts the UI inputs into a progressive gameplay XML system code.
Similar to Unreal Engine's blueprint system.
K9 Medic
Created an XML-based QnA system for the project which is converted into scriptable objects at editor time and that asset is loaded at runtime to access data.
Implemented all the UIs of the projects. That includes UI scripting, UI animation, Draw call optimization, Sprite atlas generation, and Memory optimization.
MSF
Converted/translated an entire project into Arabic language.