Kakoha
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Technical toolkit

Technologies I work with

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Unity
Unreal Engine
C#
C++
Next.js
.NET
PostgreSQL
Supabase
Git
GitHub
GitLab
Vercel
Unity
Unreal Engine
C#
C++
Next.js
.NET
PostgreSQL
Supabase
Git
GitHub
GitLab
Vercel
Unity
Unreal Engine
C#
C++
Next.js
.NET
PostgreSQL
Supabase
Git
GitHub
GitLab
Vercel

Dhiaeddine Mokaddem

Gameplay programmer focused on systems, AI, multiplayer, VR, tools, and optimization.

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dhiaeddine.mokaddem@gmail.comLinkedInitch.ioGame Jolt

Hi, I'mDhiaeddine MokaddemYou can also call meKakoha

I build gameplay systems and interactive experiences with Unity and Unreal Engine, across VR, multiplayer, artificial intelligence, development tools, optimization, and backend integration.

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Showreel

Game Developer Reel

A fast-paced look at my work across gameplay systems, virtual reality, artificial intelligence, multiplayer, development tools, physics, and optimization.

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Featured projects

A selection of professional and academic projects highlighting my work across gameplay systems, VR, multiplayer, AI, tools, and optimization.

Unreal Engine 52023

Heavenly Fury: The Fall of Ashmedai

A four-part Unreal Engine 5 action-adventure combining third-person stealth, a runner sequence, shoot-em-up gameplay, and first-person combat.

Unreal Engine Developer and sole programmerView project
Unity2025

Lost in Desolation

A physics-based platformer where players guide a fragile bubble through an obstacle course using airflow.

Gameplay ProgrammerView project
Unity2025

Reclaimed

A four-player cooperative survival game where players manage survival needs, build structures, fight corrupted enemies, and persistently restore a damaged shared world.

Gameplay, multiplayer, AI, and backend developerView project
Unity 62025-2026

Space Gate

A commercial Meta Quest VR title in Early Access built around passenger inspection, diegetic tools, procedural NPCs, and physical interaction.

Unity VR DeveloperView project
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Years building games

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Internships

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Portfolio projects

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Awards & achievements

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First-place awards

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Commercial release

What I build

Reusable systems designed for players, developers, designers, and production constraints.

Gameplay and multiplayer systems

Player interactions, combat, inventory, progression, save systems, network synchronization, Unity Lobby, Relay, and Netcode for GameObjects.

Lobby readyRelay connected4 playersState synced
Grab rayTeleportHaptics

Virtual and augmented reality

Meta Quest development, physical interaction, active ragdolls, aiming systems, XR Interaction Toolkit, and mobile AR.

Sight 18 mSound activePath valid
Selector
Patrol
Investigate
Pursue
Attack
Behavior tree evaluation
Running: Patrol

Artificial intelligence

Procedural NPC generation, enemy state machines, custom sight and sound perception, navigation, pursuit, investigation, and recovery behavior.

Unity

Tools and optimization

Unity Editor tooling, ScriptableObject workflows, validation, object pooling, streaming, profiling, and Meta Quest performance work.