AtomBall Climber
Rigidbody-driven 3D physics arcade game with camera-relative control, a continuous hazard spawner, and slope-gated jump logic.
- C#
- Game Physics
- Unity
Java and Spring Boot against MySQL by day. Machine learning and Unity gameplay systems the rest of the time. Three domains, one habit: get the layer nobody sees right, and the layer everybody sees gets easier.
Rigidbody-driven 3D physics arcade game with camera-relative control, a continuous hazard spawner, and slope-gated jump logic.
Full-stack storefront with JWT authentication, role-based authorization policies, and admin-gated CRUD over a REST catalog API.
Supervised classification model at 89% accuracy, using feature selection and PCA to cut dimensionality, served as a real-time inference app.
What I do at Aman Holding, and what this site's own API is built from.
Supervised and unsupervised work, taken as far as something deployable.
Gameplay engineering: state machines, timing windows, agent behaviour.
I'm a computer engineering student at AAST Cairo, graduating January 2028, and a backend intern on the Bill Payment team at Aman Holding — Java, Spring Boot, Hibernate and MySQL. I also do machine learning work, and I placed 38th nationally in the 2025 Egyptian Collegiate Programming Contest, advancing to the ECPC Finals.
The games are framed here the way I actually think about them: state machines, timing windows and AI behaviour, not genres. The API serving this page runs on an old laptop in my apartment, deliberately — constraints are more interesting than headroom. More about that.
Looking for a backend intern, want to talk about a project, or just curious how a portfolio ends up served off a 2013 laptop — send a message.