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Dhiaeddine Mokaddem

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

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Co-op SurvivalMultiplayer

Reclaimed

Survive, build, and restore a corrupted world whose players, constructions, planted items, enemies, and environmental progress persist across sessions.

Download on itch.io

Role

Gameplay, multiplayer, AI, and backend developer

Engine

Unity

Platform

Windows

Team

Multi-person team; fourth-year integrated project at ESPRIT

Dates

2025

Outcome

Playable downloadable team project

What I worked on

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

  • I built character customization, hunger and thirst systems, swimming, enemy variants and AI, and modular construction for floors, walls, windows, and interactive doors.
  • I implemented Unity Lobby and Relay, synchronization of enemies and player-built structures, and shared-world loading.
  • I designed persistence for appearance, position, constructed objects, planted items, environmental restoration, and enemy state.
  • I built ASP.NET Core endpoints and PostgreSQL tables for my assigned systems and established an endpoint architecture another team member could extend.
  • I implemented Supabase integration, serialization, server ownership and authorization, conflict handling, deletion workflows, and lobby records.
  • I consumed backend endpoints from Unity through non-blocking asynchronous requests so persistence operations did not freeze gameplay.

Technical details

Programming

C#

Supporting technology

Netcode for GameObjects

Multiplayer

Unity Lobby, Unity Relay

Backend

ASP.NET Core, Supabase, PostgreSQL

Development breakdown

Behind the systems

01

Multiplayer gameplay

I implemented Unity Lobby and Relay integration, synchronized enemies and player-built structures, and connected those networked systems to character customization, survival mechanics, construction, and environmental restoration.

02

Persistent shared world

I designed persistence for character appearance, player position, constructed objects, planted items, environmental restoration, enemy state, and shared-world reconstruction across sessions.

03

Backend architecture

I built ASP.NET Core endpoints and PostgreSQL tables for my assigned systems, established an endpoint architecture another developer could extend, and integrated Supabase with serialization, ownership checks, authorization, conflict handling, deletion workflows, and lobby records.

04

Non-blocking Unity integration

I consumed the backend endpoints from Unity through asynchronous network operations so persistence work did not freeze the gameplay loop. Runtime state was serialized for transport and reconstructed when a shared world loaded.

Screenshots

Reflection

Reclaimed connected gameplay programming with multiplayer synchronization and persistent backend design, and taught me to treat world state as a system shared across client, server, and database boundaries.