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Dhiaeddine Mokaddem

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

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Bullet HellGame Jam

Veiler

Switch masks under pressure to control offense, defense, and visual focus across a multi-stage boss fight.

Play on itch.io

Role

Gameplay programmer and boss-systems programmer

Engine

Unity

Platform

Windows

Team

4-person team; 2 programmers and 2 artists; Global Game Jam Tunisia 2026

Dates

2026

Outcome

First place at Global Game Jam Tunisia 2026

What I worked on

A color-and-shape-coded bullet hell where mask switching changes both the player's attacks and which incoming patterns can deal damage.

  • I implemented player movement, shooting, dashing, health, and damage systems for the player and enemies.
  • I implemented mask-dependent projectile damage and player vulnerability rules, including cooldown-based switching.
  • I implemented all boss attack patterns: blue circular projectiles, red square area attacks, and a fast, wide yellow triangular attack.
  • I contributed to boss-part vulnerability and implemented the final white-damage phase after all three mask health pools are depleted.
  • The project was built in Unity with C# by a four-person team of two programmers and two artists.
  • The project won first place at Global Game Jam Tunisia 2026.

Technical details

Programming

C#

Development breakdown

Behind the systems

01

Mask-driven offense and defense

Equipping a mask changes both the player's projectiles and incoming damage rules. A red, blue, or yellow state can damage the matching boss mask and only receives damage from that same category, so switching masks becomes both an offensive and defensive decision.

02

From concept art to combat language

The art team developed the masks around a shared color-and-shape language: blue and circles, red and squares, yellow and triangles. I translated that visual direction into projectile shapes, attack patterns, damage filtering, boss-part vulnerabilities, grayscale focus behavior, and the final multi-stage encounter. The concept art is shown as team-created visual development, not as my personal artwork.

03

Readable bullet-hell patterns

Color and shape communicate the same combat category. Blue uses circular aimed projectiles, red creates square area attacks near the player, and yellow fires a fast, wide triangular attack. The animated captures show the red area pattern changing between attempts, while the static frame shows several pattern families overlapping during the encounter.

04

Multi-stage boss progression

Each colored mask has its own health pool and attack pattern. After all three are depleted, the exposed boss can only be damaged by white, unmasked shots while the defeated masks continue attacking. Mask cooldowns prevent a single defensive state from becoming permanent. These final-state captures show the encounter under different active color filters and overlapping attacks.

Gameplay iterations

Development

Reflection

Veiler showed how one compact rule can connect combat balance, boss progression, and visual communication under game-jam constraints.