Connected play
Small screen.
Big reaction.
A phone controls a shared Unity display. The work underneath: input messages, player readiness and keeping the two in sync.
Slingshot / My contribution

Software developer.
Unity roots. AI in the workflow.
Kite Beach, Dubai / 2026
A two-day community installation.
The software preserves the strokes and their timing, so a message can be stored and replayed.
CaptureStoreReplay


Scroll composition using real PurpleGlo event stills.
Event film and stills: PurpleGlo. Client: FIX Dessert Chocolatier.
At Kite Beach, visitors wrote messages of kindness that animated across a giant FIX box. The collected handwriting became artwork for a limited-edition Hero Box.
PurpleGlo’s event storyThe software connecting tablet input, moderation and the live wall. I preserved stroke order and timing for replay and export, implementing supplied visual design with manager support.
Software development / 2025–2026
I developed local and API-based versions of an interactive music experience. Physical pucks control the choices that shape a generated track, with playback and sharing flows.
My work includes the Unity interface, tangible-object interaction and music-generation integration. The API version also uses shared integration code with contributions from colleagues.
Inside the AI Music application ↗
Film Moments / AI ImageNation / Development 2025–2026
Local poster generation, personalized trailers.
Capture, print, take it with you.
Event excerpt and production: PurpleGlo. Supplied movie assets and models.
Paint a line. Watch it wrap around a moving form. A small experiment inspired by my work with drawings and character textures.
Live texture mapping
The live 3D view is unavailable here. You can still use the drawing pad.
Drag the form to turn itDraw on the lime canvas. Your marks become part of the sculpture.
Pointer or touch to draw. Keyboard: Space toggles the pen; arrows move it. This new study illustrates texture mapping; the project below uses its own character workflow.
See the project contextFor Draw & Animate, I worked on paint-to-UV remapping and editor tools that move drawings onto character textures.
A shared PurpleGlo project, with supplied character models, artwork and contributions from colleagues. The interactive sculpture above is a new portfolio study illustrating texture mapping.
The image is a retained project capture; the client application has not been rerun for this preview.

Kitchen Theory / Al Maidah / Development 2023
I developed the bilingual touchscreen software: English and Arabic page flows, transitions and reset behaviour.
Immersive dining production and footage: PurpleGlo and the wider project team.
Software contributionWeb systems, tangible interfaces, game logic and AI workflows. Different surfaces, connected by software.
Connected play
A phone controls a shared Unity display. The work underneath: input messages, player readiness and keeping the two in sync.
Slingshot / My contribution

StarringYou / Image Nation
I built the bilingual software journey from capture to a complete four-poster pack, with retries, review, printing and QR delivery.
Explore the software flow
Puzzle games / Unity
Puzzle games built around clear rules, playful tools and one more try. My work spans gameplay and the application around it.
Work through PurpleGlo
A quieter index of projects and experiments.
Unity / Gameplay and kiosk flow
I developed pipe/debris counters, randomized obstacle placement, limited-use tools and three-level timing. I also worked on failure feedback, results, tutorial reuse and reset behaviour so each session could start cleanly.
Game logic and application work at PurpleGlo. Artwork, branding and shared project components remain separately credited.
Unity / Levels, completion and scoring
I built the application flow around a jigsaw puzzle package: level selection, completion events, timed score submission, registration and a local leaderboard with backup/reset controls.
The underlying puzzle engine and drag-and-drop pieces use DTT’s package. My contribution is the application logic, integration and customisation around it.
C# and Java / Serial commands
I implemented Unity-side command selection and queued dispatch for an Android serial bridge, plus port-close handling and error reporting. This work integrates an existing native/USB-serial foundation.
Python / Prototype integrations
I prototyped voice-assistant flows combining speech recognition, model responses and synthesized speech. Selected variants retrieve relevant lines from a local text knowledge vault and add them to the prompt.
Prototype work integrating third-party models and libraries.
Unity / Image processing and live display
I rewrote PurpleGlo’s digital mosaic application, improving image loading and texture-memory handling with caching, size limits and release of CPU pixel data. The software supports live image intake, animated tile placement and runtime grid controls.
The Digital Mosaic Wall at Dubai Holding’s Innov8 reveal used my mosaic work. Event production, supplied artwork and shared integration work belong to the wider team.
Personal prototype / React and Express
A React/Express prototype that turns source material into five content formats through configurable model APIs, with request validation, rate limits and separate failure handling for each output.
Touch interfaces / Tangible input
I developed applications for Space Interactive’s smart-table product. My work includes pattern and colour selection, rotary preview scaling and rotation-driven menus. I also developed puck-reactive shader studies and touch-content navigation in shared table applications.
Unity / Physical and digital gameplay
For DP World’s Dubai Fitness Challenge, I developed cricket gameplay and the quiz application. My cricket work covered round flow, targets, scoring, UI feedback and communication with the studio’s internal server. The quiz work included interface flow, scoring and results. The wider activation and ball-launching hardware were a team effort.
Unity / Shared software development
I helped develop Bleach Multiball and Amanto Attack as part of the studio team. For Amanto Attack, I also used AI-generated images, animation and background removal to prepare assets for use in the experience. Both applications were shared projects; I contributed to the software and asset workflow.
Unity / Local AI and personalized trailers
I built booth software coordinating local poster generation and personalized face-swapped trailers, alongside photo capture, printing and QR delivery. Movie assets, models and studio production are supplied or shared.
Film Moments excerpt / Footage and production: PurpleGlo
Unity / AI poster-pack experience
Software development / 2026
I built the bilingual guest flow, portrait capture, four-poster generation, printing/QR sharing and audience output. Retry handling and complete-pack checks keep failed or incomplete generation out of the guest review flow.
Unity / Bilingual touchscreen software
I developed the English/Arabic touchscreen interface, including language-specific page flows, animated transitions and return-to-start behaviour. The immersive dining experience and production were a wider team effort.
Unity / Multi-device interaction
I worked on the phone-controller and Unity-display connection, including bounded message queues, readiness checks and message validation. The images above are development captures; physical slingshot calibration was a separate step.
AI integration / Unity
My work includes image-generation retries, cancellation and operator-controlled printing, using shared components and supplied assets.
Unity roots. Software, AI and whatever the next project needs.
I’m looking for my next software development opportunity, with room to work across disciplines and use AI well.