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Hey! I’m Jibril. I build games that feel good to play.

Gameplay Programmer · Indie Developer · Focused on Mastering Unity

Jibril Abdulazeez Profile Picture

About Me

I'm a gameplay programmer based in Dublin, Ireland, focused on building fun, responsive mechanics in Unity. I’m currently working on game jams and larger solo projects.

With a BSc in Computer Science (TU Dublin) and a Master’s in Creative Digital Media & UX in progress, I bring both technical skill and player-focused design to every project.

Whether collaborating with a team or building something on my own, my goal is to make games that stick with players.

Always open to feedback, collaboration, or just talking dev. Feel free to reach out!

Highlighted Project

It Ain’t That Deep Title Screen

It Ain’t That Deep (WIP)

Unity 3D C# UX Research Thesis Project

An absurdist underwater sandbox developed with Jake Avra as our MSc capstone. Inspired by Goat Simulator & Untitled Goose Game, the project blends chaotic gameplay with UX-driven systems design. Still in development as we explore dialogue mechanics, quest mechanics, combat, responsive UI and more.

  • 2.5D Isometric Game
  • First Person Shooter Combat and Quest systems
  • Pixel Crushers dialogue, environmental triggers, and dynamic AI

Games

Lasso Lass Gameplay

Lasso Lass

Game Jam Playable Demo Unity 2D C#

A puzzle-platformer built in 4 days for the GMTK 2025 Game Jam with a 6-person team. Use a magical lasso to interact with the environment, solve puzzles, and traverse the level.

  • Context-sensitive lasso for dynamic object interaction
  • Puzzle design integrated with platforming challenges
  • Developed collaboratively under a 4-day deadline
Memory Dive Gameplay

Memory Dive

Game Jam Playable Demo Unity 3D C#

An underwater stealth-horror game built in 7 days for the 2025 Unpolished Game Jam about recovery and survival.
Built with a 3 person team. Dive deep to find lost objects, manage your oxygen, and hide in the seaweed to evade a creature that stalks you from the shadows.

  • Stealth system using environmental cover to hide
  • Resource management (oxygen) to create tension
  • Atmospheric horror built on limited visibility and sound
Rizztaurant Title Screen

Rizztaurant

Large Project Ren'Py Python

A visual novel set in a chaotic restaurant where your choices shape the narrative. Built as a duo in Ren'Py with custom art, writing, and UI, a comedic exploration of branching dialogue and expressive character design.

  • Persistent branching dialogue built with Python and Ren'Py
  • Hand-drawn characters, backgrounds, and UI
  • Custom transitions, animations, and timed comedic beats
Lights Out

Lights Out

Playable Demo Unity 3D C#

A short psychological horror prototype built in 3 days. You must keep the lights on to survive, but the longer you last, the more the room changes…

  • Randomized light switch and event system
  • Timer-based blackout and fail state logic
  • Audio layering and flicker effects for tension
Slimey Grapple Demo

Slimey

Prototype Unity2D C# Aseprite Single Player

A physics-based 2D grapple prototype where you swing around, build up spin, and boost through walls. It’s all about momentum and feel.

  • Rope-based grapple system with dynamic length
  • Spin-charged dash mechanic for smashing breakables
  • Camera shake, trails, and audio for feedback
Knock Knock

Knock Knock

Prototype Unity3D C# Single Player

"Knock Knock" is a short psychological horror prototype where you're stuck in your apartment with strangers knocking at your door. Some are safe, some aren’t. You use a peephole and voice lines to figure out who’s who. I even got my friends to help voice it!

  • Randomised characters (safe vs. mimic)
  • Audio-based anxiety distortion system
  • Peephole interaction + proximity-based decisions
Multiplayer 2D Test

2D Multiplayer

Prototype Unity 2D C# Netcode for GameObjects

A sandbox for learning Unity multiplayer via NGO. Built from scratch to understand the basics: server authority, player ownership, and multiplayer UI syncing.

  • Server-authoritative damage, spawning, and player input
  • NetworkVariables for real-time health syncing
  • Prototype rematch flow, lobby testing, and UI ownership

My Skills

Programming & Tech

  • C# (Intermediate – Unity-focused)
  • C++ (Basic)
  • Python (Basic, Ren'Py)
  • JavaScript (Web Interactivity)
  • HTML / CSS (Responsive Layouts, UI Styling)
  • Git / GitHub (Team & Solo Workflow)
  • Netcode for GameObjects (NGO)

Game Engines & Tools

  • Unity Engine (Intermediate – 2D, 3D, Multiplayer familiarity)
  • Unreal Engine (Basic)
  • Pixel Art Tools (Aseprite)
  • Figma (High-Fidelity UI Prototypes)
  • Adobe Suite (Photoshop, Premiere)

Design & UX

  • Game Design (Systems, Balance, Feedback Loops)
  • Narrative Design & Dialogue Writing
  • UX Research (User Testing, Iterative Feedback)
  • Wireframing / Prototyping (Figma, Paper, Unity UI)
  • UI Design (Accessibility & Clarity)

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