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Ziyad Abdelaziz

Galaxy Grubhouse

Tools Used: Godot, GDScript Description: Justice Well Played: The Prosecution's Case is an educational story-based visual novel game developed for Impartial, a nonprofit focused on criminal justice reform. The game is a part of a series, set to release in 2026, that takes on the perspective of Raven, who was wrongfully accused of a crime she did not commit and now must try to go through the legal system to clear her name. This specific game focuses on the prosecution's case part of a court trial, and in it, the player plays as the prosecutor to try to get Raven convicted. This shows the flaws of the criminal justice system, as the player has to question witnesses in a way that makes Raven seem guilty, rather than trying to arrive at the truth. In the game, the player has to question 7 different witnesses and present evidence to try to convince the judge, which leads to one of 2 endings. I created this game with a team of 5, where I was one of 2 main programmers. This was the first game I made specifically for a company, so I learned a lot about having to communicate with my boss to get feedback and make changes to the game based on what they'd like in a timely manner so that the game gets completed. Check out Impartial: Impartial

Risky Slice

Tools Used: Godot, GDScript Description: Justice Well Played: The Prosecution's Case is an educational story-based visual novel game developed for Impartial, a nonprofit focused on criminal justice reform. The game is a part of a series, set to release in 2026, that takes on the perspective of Raven, who was wrongfully accused of a crime she did not commit and now must try to go through the legal system to clear her name. This specific game focuses on the prosecution's case part of a court trial, and in it, the player plays as the prosecutor to try to get Raven convicted. This shows the flaws of the criminal justice system, as the player has to question witnesses in a way that makes Raven seem guilty, rather than trying to arrive at the truth. In the game, the player has to question 7 different witnesses and present evidence to try to convince the judge, which leads to one of 2 endings. I created this game with a team of 5, where I was one of 2 main programmers. This was the first game I made specifically for a company, so I learned a lot about having to communicate with my boss to get feedback and make changes to the game based on what they'd like in a timely manner so that the game gets completed. Check out Impartial: Impartial

Space Loop

Tools Used: Godot, GDScript Description: Justice Well Played: The Prosecution's Case is an educational story-based visual novel game developed for Impartial, a nonprofit focused on criminal justice reform. The game is a part of a series, set to release in 2026, that takes on the perspective of Raven, who was wrongfully accused of a crime she did not commit and now must try to go through the legal system to clear her name. This specific game focuses on the prosecution's case part of a court trial, and in it, the player plays as the prosecutor to try to get Raven convicted. This shows the flaws of the criminal justice system, as the player has to question witnesses in a way that makes Raven seem guilty, rather than trying to arrive at the truth. In the game, the player has to question 7 different witnesses and present evidence to try to convince the judge, which leads to one of 2 endings. I created this game with a team of 5, where I was one of 2 main programmers. This was the first game I made specifically for a company, so I learned a lot about having to communicate with my boss to get feedback and make changes to the game based on what they'd like in a timely manner so that the game gets completed. Check out Impartial: Impartial

Justice Well Played: The Prosecution's Case

Tools Used: Ren'Py, Python Description: Justice Well Played: The Prosecution's Case is an educational story-based visual novel game developed for Impartial, a nonprofit focused on criminal justice reform. The game is a part of a series, set to release in 2026, that takes on the perspective of Raven, who was wrongfully accused of a crime she did not commit and now must try to go through the legal system to clear her name. This specific game focuses on the prosecution's case part of a court trial, and in it, the player plays as the prosecutor to try to get Raven convicted. This shows the flaws of the criminal justice system, as the player has to question witnesses in a way that makes Raven seem guilty, rather than trying to arrive at the truth. In the game, the player has to question 7 different witnesses and present evidence to try to convince the judge, which leads to one of 2 endings. I created this game with a team of 5, where I was one of 2 main programmers. This was the first game I made specifically for a company, so I learned a lot about having to communicate with my boss to get feedback and make changes to the game based on what they'd like in a timely manner so that the game gets completed. Check out Impartial: Impartial

Espionausage: Wiener Takes All

Tools Used: GameMaker, GML Description: Espionausage: Wiener Takes All is a blackjack-inspired stealth game developed for Ludum Dare 56, themed around Tiny Creatures. In the game, the player cheats at blackjack with the help of a tiny sausage companion, who can secretly swap cards, peek at the next card in the deck, or reveal the dealer's hidden card. However, using these abilities too often raises suspicion, and if the player gets caught, the game ends. This was my first game jam experience, developed in just three days with a team of four, where I served as one of two main programmers. It was a lot of fun trying to make as creative and functional of a game as we could with these constraints, and I learned a lot more about game development in that short timeframe. Download here: Espionausage: Wiener Takes All

2D Game Engine

Tools Used: C++, SDL2, ZeroMQ Description: 2D Game Engine is a fully custom game engine built from the ground up using the SDL2 library as its core framework. The game engine follows a component-based architecture, meaning any new features a user would want their game to have can be programmed as a component in the engine. These can be components like a win state, AI, or interactable objects. It also supports multiplayer functionality through a multithreaded client-server model implemented with the ZeroMQ library. I worked on this with a team of 3, and it was my favorite project I've made, as it's very interesting to create the foundation on which the games themselves are made. It was also fun stretching the limits of my game engine to make 3 completely different games.

Santa Quest

Tools Used: PuzzleScript Plus, HTML Description: Santa Quest was the first game I created as part of a team. The idea of this game was that Santa needed to get to the top of the house to enter the chimney and deliver the present. Our team of four collaborated on the project, where my main role was to program the movement and the obstacles like the ladders and spikes. Play here: Santa Quest

Sleepy Vampire

Tools Used: PuzzleScript Plus, HTML Description: Sleepy Vampire was the second game I programmed at NC State. For this game, I wanted to create a puzzle game with a fun theme of a vampire wanting to cover all the lights so that they can finally get some sleep. PuzzleScript was a great fit for this project, encouraging players to carefully plan each move they make. Play here: Sleepy Vampire

A Cold Night

Tools Used: Twine, HTML Description: A Cold Night was my first game that I programmed at NC State. It's a choose-your-own-adventure murder mystery where the player's decisions determine whether they solve the case or not. I tried to keep the tone pretty lighthearted, similar to something like Knives Out. Play here: A Cold Night