Draw Royale
A live multiplayer drawing competition — same word, everyone draws at once, then the lobby votes for one winner. Round modifiers keep every match unpredictable.
- Live voting
- Chaos Cards
- Mirror Mode
I build multiplayer games & interactive experiences.
From live Roblox worlds to shipped mobile and web titles — I work across engines, focused on gameplay systems, multiplayer, and the feel of play.
A real-time multiplayer drawing competition. Everyone gets the same word and draws at once — then the gallery opens and the lobby votes for a single winner. Round modifiers keep every match unpredictable.
A live multiplayer drawing competition — same word, everyone draws at once, then the lobby votes for one winner. Round modifiers keep every match unpredictable.
A vertical Only Up-style parkour climb set in a Roblox recreation of Riyadh's King Abdullah Financial District — scale the real-world skyline, tower by tower, without falling.
A physics-driven rocket pilot across three levels — thrust off the launch pad, balance your rotation, and set down cleanly on the landing pad without crashing. Keyboard-controlled: space to thrust, arrow keys to steer.
An obstacle course with custom terrain, checkpoints and timed runs — built to teach clean progression and respawn logic.
A 3D endless runner shipped end-to-end for Android — with online leaderboards and ad monetization wired in.
A top-down arcade delivery game — steer an ice-cream truck along winding forest roads to drop off your orders. Plays right in the browser.
A fast arcade space shooter — weave through waves of enemy fighters, dodge incoming fire, and blast them out of the sky. Plays right in the browser. Arrow keys to move, space to shoot.
A physics-based snowboarding game with flip-scoring, power-ups and character selection — deployed to the web.
A 3-level 2D platformer built on Tilemaps — with player combat, enemy AI, hazards and persistent session state.
A playable Unity prototype of a full enemy AI: NavMesh wandering, distance-based detection, chasing, and prioritized ranged + melee attacks — backed by enemy/player health, a game-over flow, and sound and particle feedback.
A game developer who likes building the systems players actually feel — movement, multiplayer, and the small moments of feedback that make a game click. I move comfortably between Unity and Roblox, and I've shipped titles solo from first prototype to a live, playable build.
Right now I'm building large-scale Roblox experiences at PropVR, and taking on select projects on the side.