About Me

Technical Designer and Unity Developer with nearly two years of professional AAA experience at Playground Games on Fable. Working with Unity for 6 years across personal projects, university, and professional work, with expertise in C# scripting and interactive systems. Also experienced with Unreal Engine and visual scripting.
Professional Experience
Fable – (2024 – 2026)
Fable is an open-world action RPG being developed at Playground Games, one of Xbox’s flagship studios. I joined the project as a Technical Designer, working within a cross-functional quest team of 23 people across engineering, design, and art.
Over nearly two years, I contributed to 11 quests in total, owning 5 from scratch — implementing and iterating on quest systems daily using visual scripting, conducting technical feasibility assessments on requests from directors and leads, and working closely with engineers to ensure scripted logic functioned as intended. I developed reusable template functions that standardised how quest content was built, and presented progress in 50+ milestone reviews with directors and leads throughout production.
Personal Projects
Nyon Jump – (2026 – present)
Nyon Jump is a 2D precision platformer developed solo in Unity, inspired by Jump King but built around an original narrative and escalating mechanical design.
The game follows a corporate whistleblower thrown into the sewers of a dystopian city, climbing a tower of interconnected biomes while uncovering the corporation’s
crimes through collectable evidence that determines the ending.
I designed and implemented all core systems from scratch — including a chargeable directional jump, screen-based camera, wall attachment mechanic, dialogue system, and narrative collectable system tied to the ending. The project is currently in pre-alpha, with art and sound to be commissioned from freelancers.
Two Wrongs – 2024
Two Wrongs was created for the Indie Game Academy Game Jam under the theme of collaboration. The game challenges players to control two characters simultaneously using a single input on a split screen — each character moves in the opposite horizontal direction of the other. The goal is to guide both characters to the end of their respective level halves at the same time, navigating different layouts and obstacles on each side of the screen.
The team built the game in Unity over 2 days. I conceived the original idea, designed all of the game and level layouts, and prototyped and tested every level to ensure the mirrored input mechanic created the intended challenge and feel.
Two Wrongs won 3 of 5 awards at the jam — Best Game, Creativity, and Theme Implementation
University Projects
Lily – 2023
“Lily” was my capstone project during my Master’s, and it is a bodycam perspective horror game set in an abandoned mansion. You play as a sheriff who is tasked with searching for and finding a missing little girl who was last seen playing outside the mansion. The sheriff is faced with things that he never expected to experience when he enters the mansion.
The game was created in a group of 2, and I was the game designer, level designer, and narrative designer, responsible for creating the player and enemy systems and mechanics, sketching the level layout, greyboxing, setting up scripted events, and guiding the player’s experience. In addition, I created the narrative in the game and how the player will get the story of the game, as well as writing the script of the game.
It Never Ends! – 2022
It Never Ends! is a top-down 2D shooter with roguelike elements. The game takes place on an unknown exoplanet where our player’s ship crashed, and they are trying to find a way out.
I created the game with a group of 5; I was the game designer and contributed to the mechanics, enemies, weapons, and environment. To add, I created the initial layout and the final version of one of the levels.
Contact:
Email: moealsamman@gmail.com