Available to hire
I’m Philip Zaarour, a passionate game developer and technical artist with experience across multiple tools and engines, including Unity. I love solving creative problems and turning concepts into polished visuals and interactive experiences.
I’m driven, curious, and creative, always eager to learn and innovate to achieve objectives, and I enjoy collaborating with artists and developers to bring ideas to life.
Skills
Language
French
Fluent
English
Advanced
Work Experience
Technical Artist at Utherverse
March 1, 2023 - PresentCreated and maintained custom shaders and materials for characters (skin, eyes, hair, clothing) and environments; collaborated with artists to create new art assets and integrate them to improve visual fidelity; worked with developers to ensure assets function with gameplay systems; built realistic and stylized shaders using Unity Shader Editor and Amplify Shader Editor; developed visual effects using Unity VFX Graph (weather, emotions, general effects).
Gameplay Programmer at Freeground
January 1, 2023 - September 17, 2025Developed gameplay features using Lua and Roblox Studio; expanded hub world features and created mini-games and user interfaces; leveraged Roblox Studio and GitHub for version control.
Gameplay Programmer at Guard Crush Games
May 1, 2022 - September 17, 2025Added new features and refactored features in a custom C# engine; used Visual Studio 2019 and TortoiseSVN for version control.
Gameplay Programmer and Technical Artist at VGS
March 1, 2022 - September 17, 2025Developed new features in Unity for mobile games using C#; created new shaders and materials with Shader Graph; built visual effects using Unity VFX Graph.
Contributor at Utherverse Beta
September 1, 2023 - PresentContributed to the Utherverse beta by creating custom shaders for characters and environments, implementing weather VFX, and maintaining art assets; ensured strong communication between artists and developers.
Contributor at Beyond Land (Beta)
December 1, 2022 - PresentContributed to Beyond Land's beta gameplay, including hub/menu features, asset integration, and user interfaces.
Technical Artist at Utherverse
March 1, 2023 - PresentCreated and maintained custom shaders and materials for characters (skin, eyes, hair, clothing) and environments (water, weather, props). Collaborated with artists to create new assets and integrate them into gameplay systems. Implemented realistic and stylized shaders using Unity's Shader Editor and Amplify Shader Editor. Built visual effects with Unity's VFX Graph (weather, emotes, general effects). Coordinated with developers to ensure assets function with gameplay systems.
Gameplay Programmer at Freeground
January 31, 2023 - September 17, 2025Developed gameplay features using Lua and Roblox Studio. Added features to a hub world and crafted complete mini-games, as well as user interfaces.
Gameplay Programmer at Guard Crush Games
May 31, 2022 - September 17, 2025Added new features and refactored existing features in a custom C# engine. Used advanced features of Visual Studio 2019 and TortoiseSVN.
Gameplay Programmer & Technical Artist at VGS
March 31, 2022 - September 17, 2025Developed new features in Unity for mobile games using C#. Created new shaders and materials using Shader Graph, and built visual effects using Unity's VFX Graph.
Contributor at Beyond Land (Beta)
December 31, 2022 - September 17, 2025Contributed to beta gameplay: completed mini-game, fully fleshed hub menu (including roller coasters and mini-golf), leaderboards, UI, audio, and loading screens.
Contributor at Utherverse (Beta)
September 1, 2023 - PresentContributed to Utherverse beta: created and implemented custom shaders for characters, implemented and maintained human characters, created shaders for environments, implemented weather VFX, and facilitated communication between artists and developers.
Game Play Programmer at Freeground
July 1, 2022 - January 1, 2023Developed game play features using Lua and Roblox Studio. Added features to a hub world and created complete mini-games, along with user interfaces. Leveraged Roblox Studio and GitHub for version control and collaboration.
Game Play Programmer at Guard Crush Games
March 1, 2022 - May 1, 2022Added new features and refactored existing features in a custom C# engine. Used advanced features of Visual Studio 2019 and Tortoise SVN for version control.
Game Play Programmer and Technical Artist at VGS
April 1, 2021 - March 1, 2022Developed new features in Unity for mobile games using C#. Created new shaders and materials using shader graph, and built visual effects using Unity’s VFX Graph.
Contributor at Beyond Land
December 1, 2022 - PresentContributed to the Beyond Land beta gameplay, including a racing mini-game, hub menu features (roller coasters, mini-golf), leaderboards, and general UI/audio/load screens.
Education
Bachelor of Science at Notre Dame University, ZouK Mosbeh, Lebanon
January 11, 2030 - December 1, 2021Bachelor of Science in Computer Science - Computer Graphics & Animation at Notre Dame University, Zouk Mosbeh, Lebanon
January 11, 2030 - December 1, 2021BA of Science in Computer Science - Computer Graphics & Animation at Notre Dame University, Zouk Mosbeh, Lebanon
January 11, 2030 - December 1, 2021Qualifications
Industry Experience
Gaming, Media & Entertainment, Software & Internet, Computers & Electronics, Professional Services, Other
Skills
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