Siraj "Sae" Sabah

Systems / Gameplay Designer & Programmer

Games

Games

Nekomancer of Nowhere

Gameplay Programmer & Designer

My Contributions:

  • Repurposing and implementation of gesture recognition system

  • Implemented realm flipping and respective flip animations

  • UI and VFX programming and implementation

  • Programmed camera transitions between floors

  • Created the first draft of the narrative setup of the game

  • Ensured quality of builds by playtesting and bug-fixing

  • Workshopped and Designed the first iteration of the final boss

  • Worked on level design tools and documentation

  • Tutorialization and Tutorial Dialogue

  • Created new dynamic pause and settings menus

About The Game

Nekomancer of Nowhere is a 3d isometric puzzle-action game where you take the shoes of the Nekomancer, a wandering spell-slinger who seeks to save Tombstone Tower's Ghostly residents from their frightful slumber. Tag ghosts with the swipe of a magic-infused paw, then Draw & Cast spells using your mouse. These spells aren't just used to resurrect ghosts, but also to flip between the Realms of the Living & the Dead seamlessly! The layout of each room changes based on the realm. Through these systems, uncover the truth of Tombstone Tower's hauntings.

Noteable Mentions

  • Showcased at PAX East 2025

  • Showcased at MAGFest 2025

  • Showcased at TooManyGames 2025

  • Showcased at SuperNOVA 2025

  • Showcased at Indie Arcade 2025

  • Presented at District Arcade

  • Presented at Baltimore Artscape/Gamescape

  • Presented at SAAM in partnership with IGDA DC

  • Presented at GAME Mason

Game Screenshots

UI/UX

Role: Lead Systems and UI Programmer & Designer
Duration: 2 years

Team Size: 11

Tools:

  • Unity

  • Figma

  • Google Workspace (Drive, Docs, Slides, and Forms)

  • Visual Studio

  • Probuilder

  • GitHub

  • Discord

Documentation

Games

Princess Starshine vs. the Demons of Hell

Weapons Designer & QA Tester

My Contributions:

  • Worked within a team of 15 to design several weapons and level themes, some of my designs include several weapons and thematic like the "Tea Time", "Pretty Parasol", and the Casino level thematic

  • Worked with a team of 7 other QA testers to test and balance the feel of the game

  • Helped teams setup GitHub and Unity

  • Designed Option menu UI (went unused)

About The Game

You are Princess Starshine of the Sparkle Kingdom of Rainbow Butterflies. One day, she accidentally rides an elevator to hell! The demons are ready to strike, but Princess Starshine wields a power even the monsters of hell can't control... rainbows, butterflies, unicorns, sunshine, and happiness! 🙂🌈✨

Noteable Mentions

  • Created with GADIG at GMU

  • Presented at GAME Mason

Game Screenshots

Role: Weapons Designer & QA Tester

Duration: 14 weeks

Team Size: 15

Tools:

  • Unity

  • Google Workspace (Drive, Docs, Slides, and Forms)

  • Visual Studio

  • GitHub

  • Discord

Fruit Punch

Level Designer

My Contributions:

  • Lead a team of 5 level designers to design 4 sub levels of level 2

  • Communicated with leadership on levels progress to ensure the level aligns with current implemented mechanics and vision

About The Game

In an urban wasteland overrun with bountiful greenery, jungles, and woodlands, see who packs the biggest Fruit Punch! Choose from four playable characters and enter the ring.

Noteable Mentions

  • Created with GADIG at GMU

  • Presented at GAME Mason

  • Presented at District Arcade

Game Screenshots

Role: Level Designer (Level 2 sub team leader)
Duration: 14 weeks

Team Size: 5

Tools:

  • Unity

  • Google Workspace (Drive, Docs, Slides, and Forms)

  • Visual Studio

  • ProBuilder

  • GitHub

  • Discord

Hell's Toybox

Lead Programmer & Production assistant

My Contributions:

  • Designed, Programmed, and implemented Assembly and Stake station

  • Designed, Programmed, and implemented customer AI, randomization for requested dolls and ticketing system

  • Helped create documentation and assign respective tasks

  • Programmed base drag and drop mechanics to interact with dolls and customers

  • Programmed customer rating systems and patience systems

  • Assisted with art implementation

  • Programmed Main Menu and other UI elements

About The Game

The toy industry isn't child's play -- it's a life-or-death game! In this riveting high-stakes adventure, every order is a ticking time bomb, assemble intricate toys with precision and speed. Demon babies are notorious for their unpredictable tastes, so expect the unexpected, and assemble each order flawlessly, or face the ultimate consequence--your demise.

Noteable Mentions

  • Created for Global Game Jam 2024

Game Screenshots

Role: Lead Programmer & Production Assistant
Duration: 7 Days

Team Size: 8

Tools:

  • Unity

  • Google Workspace (Drive, Docs, Slides, and Forms)

  • Visual Studio

  • GitHub

  • Discord

Documentation

Moth and the Flame

Producer & Lead Programmer

My Contributions:

  • Designed the overall gameflow and mechanics

  • Created Documentation and assigned tasks

  • Implemented random map generation

  • Implemented shadow movement and teleportation

  • Designed and Implemented objectives

  • Implemented simple player combat

About The Game

Moth and the Flame follows Flame, a girl who travels with an ominous shadow she calls moth. Control both Moth and Flame as they try to complete objectives around a randomly generated map while being swarmed by countless enemies.Control body and shadow at the same time to swiftly take down enemies. Attack with your lamp with a basic 3-hit combo to deal damage to enemies. Control your shadow to tag enemies, gaining you meter towards soul resonance and making enemies easier to kill. Enter soul resonance at full meter, a powerful mode that drains enemies and recovers health. Teleport to your shadow to reposition yourself in sticky situations. Complete randomized objectives around a randomly generated map while fighting off hordes of enemies.

Noteable Mentions

  • Created for Pirate Software - Game Jam 15

Game Screenshots

Role: Producer & Lead Programmer & Designer
Duration: 14 Days

Team Size: 5

Tools:

  • Unity

  • Google Workspace (Drive, Docs, Slides, and Forms)

  • Visual Studio

  • GitHub

  • Discord

Documentation

Fetch Quest

Level Designer

My Contributions:

  • Helped lead the level design team to ensure sub teams completed tasks

  • Communicated with leadership on levels progress to ensure the level aligns with current implemented mechanics and vision

About The Game

On one dog's journey to return a stick to their owner, they find a legendary sword that imbues them with a fantastic and heroic purpose. After encountering a vast kingdom facing a growing, dreadful gloom, this canine must conquer darkness and save the people on the most grandiose fetch quest of our time. Solve puzzles, crawl dungeons, develop your combat abilities, and fight bizarre enemies in this top-down, 2D adventure experience.

Noteable Mentions

  • Created with GADIG at GMU

  • Presented at GAME Mason

Game Screenshots

Role: Assistant Level Design Director
Duration: 14 weeks

Team Size: 13

Tools:

  • Godot

  • Google Workspace (Drive, Docs, Slides, and Forms)

  • GitHub

  • Discord

ICHTHYS

Lead Designer and Programmer

My Contributions:

  • Designed the overall gameflow and mechanics

  • Created Documentation and assigned tasks

  • Implemented Fish Anomalies

  • Implemented fish scanning loop

  • Implemented Day cycle and sacrifice requirements

Noteable Mentions

  • Created for The Fishing Horror Jam

About The Game

- God taught man to fish, so He taught fish to become filth.- Purge the fish that escaped God’s wishes.- Cast your line into the frozen depths. The fish will bite.- Use the Scanner to confirm the fish have been corrected by God.- The fish crafted of filth; defile the tail and cast them away.- The fish that remain pure; give to God so that He may correct them.

Game Screenshots

Role: Lead Designer and Programmer
Duration: 11 Days

Team Size: 6

Tools:

  • Unity

  • Google Workspace (Drive, Docs, Slides, and Forms)

  • Visual Studio

  • GitHub

  • Discord

Documentation

About Me

I'm a Systems and Mechanics Designer and programmer and an aspiring Character Designer!Games have been with me my entire life. They help me in the darkest times and are the catalyst for the best of times. I hope to bring the same joy and comfort that games have always brought me to others.Seeing people respond positively to the most recent games I've worked on solidifies that this is what I want to do for a living. I want to put this passion into every project I work on and make the best product I can that people can enjoy!

All Time Favorites

Fun Facts

  • While there are no horror games up there, horror is my favorite genre! My favorite game of the genre being Signalis!

  • My first games were Pokemon HeartGold and SoulSilver

  • Some of my mains are Samira(League), Elphelt(Guilty Gear), Deadlock(Valorant), Tsareena(Pokemon Unite)

  • My favorite Pokemon are Vaporeon and Banette

  • I love metal music

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