Hello! I'm Othman, aka Otto. My journey in gamedev spans about three years with a core focus on production management and programming.
Please do follow the links around my website to learn more about my experience!
When the demon prince of the underworld falls in love with a mortal, their disapproving fathers team up to crash the wedding. Armed with dark magic and a blessed baseball bat, fight through Hell Frozen Over in this 3rd person action-fighter about love, demons, and daddy issues.
Led a diverse team of 30+ students in the execution of this capstone project.
Implemented a clear hierarchical structure, enhancing accountability and communication within the team.
Conducted weekly progress meetings, monitored performance, and addressed issues to keep the project on track.
Oversaw end-to-end production processes, optimized efficiency, and improved the game design document for technical accuracy.
Step into the future of electronics learning with Labtronics – the ultimate Electronics Lab Simulation App. Explore, create, and experiment with circuits in a risk-free virtual environment, from basic setups to advanced configurations. Unleash your innovation without constraints, all from the convenience of your device.
Led a team of 1 programmer and 3 artists with a focus on Agile principles, ensuring seamless collaboration.
Meticulously managed project scope within an Agile framework to align with team capabilities.
Organized sprint planning sessions for incremental project value.
Conducted regular progress reviews, client engagement, and promoted continuous improvement within the team.
Collaborated with senior programmers to integrate data structures into various game elements.
Used Jira and Confluence to streamline project management and documentation.
Utilized Plastic SCM for version control.
Operated within an Agile framework, adapting to changing project requirements and priorities.
Implemented game components like UI, gameplay mechanics, and visual effects.
Designed a content-delivery algorithm for educational game mechanics.
Concurrently built mobile games for iOS and Android.
Adhered to team-established style and methodologies.
First attempt at 3rd-person character animation programming.
Multiple animation layers & layer masks.
Two player character states, combat and neutral, each with its own set of animations.
First attempt at 2D character animation programming.
Over 12 player character animation states.
4 fully-animated enemy characters.
First attempt at VR game development.
Fully functional "Axe-A-Mole" game with sound effects, win-lose conditions, and high scores.