Game Designer and Independent Game Developer (technical artist) focused on fast-paced gameplay, responsive controls, and dynamic visuals. 3+ years of experience shipping interactive games and tools using Godot 4, Blender, custom GPU shaders, and C++/raylib. I specialize in 3D physics mechanics, low-gravity and high-skill player-feel systems, and performance-optimized real-time pipelines. I enjoy rapid prototyping, player feedback analysis, and building engaging web and desktop experiences for large audiences.

Amine Djellab

Game Designer and Independent Game Developer (technical artist) focused on fast-paced gameplay, responsive controls, and dynamic visuals. 3+ years of experience shipping interactive games and tools using Godot 4, Blender, custom GPU shaders, and C++/raylib. I specialize in 3D physics mechanics, low-gravity and high-skill player-feel systems, and performance-optimized real-time pipelines. I enjoy rapid prototyping, player feedback analysis, and building engaging web and desktop experiences for large audiences.

Available to hire

Game Designer and Independent Game Developer (technical artist) focused on fast-paced gameplay, responsive controls, and dynamic visuals. 3+ years of experience shipping interactive games and tools using Godot 4, Blender, custom GPU shaders, and C++/raylib.

I specialize in 3D physics mechanics, low-gravity and high-skill player-feel systems, and performance-optimized real-time pipelines. I enjoy rapid prototyping, player feedback analysis, and building engaging web and desktop experiences for large audiences.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
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Language

Arabic
Fluent
English
Advanced
French
Intermediate

Work Experience

Technical Artist at URAR Studios
March 1, 2025 - Present
Independent Game Developer & Designer at Self-Employed
January 1, 2020 - Present
Authored, playtested, and published indie titles, tools, and interactive prototypes across web and desktop platforms. Built end-to-end game production pipelines including core mechanic concepts, 3D asset creation in Blender, scripting architecture in GDScript and/or C++, UI design, and sound integration. Gathered and analyzed playtest feedback to refine control sensitivity, difficulty curves, camera motion, and visual feedback.

Education

Bachelor's degree in Law and Political Science at Hassiba Benbouali University of Chlef – UHBC
October 6, 2019 - July 17, 2024

Qualifications

Public Law Degree
January 11, 2030 - July 31, 2026

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Computers & Electronics
    Shader Showcase — Interactive Dev Tool (Godot 4, Shaders)

    Product & UI Design: Conceptualized and built an interactive web application allowing developers to preview dynamic shader assets and adjust uniform parameters live in-browser.

    Visual Math & Shaders: Authored optimized fragment and vertex shaders demonstrating custom lighting, color-space manipulations, and procedural visual effects.

    Rover on Shrooms — 3D Arcade Survival Game (Godot 4, GDScript, Blender)
    • ​Solo Game Designer & Developer: Designed and launched an 80s-inspired 3D arcade survival game featuring high-speed driving, dynamic airtime, and energy management mechanics.
    • ​Physics & Controls Engineering: Scripted custom low-gravity suspension, air-tilt orientation, and momentum physics to deliver rewarding, high-skill game feel.
    • ​Dynamic Shader Pipeline: Programmed custom GPU shaders where environmental palettes dynamically shift in real-time based on the player’s speed and altitude physics vectors.
    • ​Cross-Platform Deployment: Engineered optimized builds for instant-play HTML5 Web browsers alongside standalone Windows and Linux desktop binaries.
    D-2646 — Standalone Custom Engine Game (C++, Raylib, VS Code)

    ​Low-Level Architecture: Built a complete, lightweight game from scratch in C++ using the Raylib framework inside VS Code without commercial engines.

    ​Core Game Systems: Programmed custom game loop architecture, input handling, rendering pipelines, and collision detection systems to ensure high performance and minimal footprint.

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