MOEYMISRABI
I build worlds at the level of the rendering loop — custom engines in C++ & DirectX, Unity gameplay systems, GPU compute and shaders that make pixels behave.
Published Work
Titles I've led or built core systems for — live across web, Steam and storefronts.
Projects & Experiments

MSc Dissertation — Procedural Terrain
A real-time 3D application built with DirectX 11 and NVIDIA PhysX, exploring advanced terrain generation. It compares hardware-tessellated heightfields against GPU voxel terrains with real-time deformation and robust physics — heavy on optimization and experimental deformable bodies.

DirectX 11 Mini Game
A small game engine in DirectX 11 featuring 3D graphics, simple physics and animated shaders.

IBM: Gamified Learning Experience
A gamified learning experience for IBM's SkillsBuild platform, built in Unity & C# under IBM supervision. Includes Watson Text-to-Speech and Speech-to-Text features.

Casual Mobile Games
Multiple casual mobile games published on Google Play under the supervision of publisher Voodoo.

Water Particles Simulation
A water particle simulation using Unity Compute Shaders, implementing SPH (Smoothed Particle Hydrodynamics) for realistic fluid dynamics.
About Me
Hey — I'm a game developer chasing immersive experiences that pull players into worlds they won't want to leave. Whether it's building adventures in Unity, tweaking physics in Three.js, or pushing 3D effects with DirectX and OpenGL, I'm all about the limits of what real-time can do.
I live in real-time graphics, engine programming and all things C++ — constantly experimenting to make games smoother, faster and more breathtaking. If a challenge involves shaders, physics or wild visual effects, I'm in.
Frameworks
Languages
Specialties
Let's build
something unreal.
Got a game, an engine problem, or a wild graphics idea? My inbox is open — and so is my resume.






