Game Designer – Programmer – Writer
Hello there! 👋
I’m Isaac Zamani, a game developer, world builder, and occasional bug smasher. I’ve been making games for the past seven years, which means I’ve spent a lot of time talking to my computer (and yes, sometimes it talks back). I love crafting worlds where players can get lost, explore, and have fun.
Over the years, I’ve built a strong skill set in C# and Unity while honing my game design powers. Whether it’s coding mechanics, designing levels, or just making things feel right, I’m always up for the challenge!
Why work with me?
A small Metroidvania set inside an asylum where you explore a twisted world and uncover the truth behind a mysterious plague turning people into birds. Because, you know, just normal plague stuff.
📝📌What I Did:
As the lead programmer on the team, I oversaw the coding and implementation of most of the systems—combat, AI, UI, and player interactions with enemies and the environment. The game was built using Unity and C#, and I also jumped into design and level design to make sure the experience was as fun and engaging as possible.
😎🧨Why it’s cool:
Sonata Flail weaves a gripping tale of madness and oppression, where the elite rule with an iron fist while a strange plague ravages the world. You’re sent to explore a creepy asylum with absolutely nothing suspicious waiting for you. It’s an ambitious attempt at storytelling and world-building within an indie game development environment, and I couldn’t be prouder of how it turned out!
A chaotic 2-player local PVP game where players battle it out in underwater submarines in a wild, physics-based duel to the death! Use the environment, unleash crazy weapons, and see who floats to the top.
📝📌 What I Did:
As the sole programmer on the team, I handled most of the programming and engine work using Unity, building the local multiplayer system, designing character and combat mechanics, and crafting the UI. Oh, and I also designed the weapons and the physics-based combat system that makes everything feel so wonderfully unpredictable.
😎🧨Why it’s cool:
Bubblon was my first attempt at making a local PVP game, and it turned out amazing! The physics-based combat system adds a delightful layer of chaos and fun, making every match feel fresh and exciting.
A fun, simple puzzle-adventure game made for GMTK Jam 2024. Players play as the cat mafia as they rescue chicks from the rival Rat mafia, who’ve gone all-out hostage-taker mode.
📝📌 What I Did:
As the sole programmer on the team, I was in charge of creating and architecting most of the systems in the game. The biggest challenge? Building an AI system optimized for large-scale madness—capable of pathfinding and making smart decisions based on the ever-changing environment.
😎 🧨Why it’s cool:
Chick Meow is pure, chaotic fun. The sheer number of chicks and enemies running around makes the game feel challenging, unpredictable, and ridiculously enjoyable.
An intense offline FPS game that redefines mobile shooting experiences with cutting-edge graphics, a huge arsenal of weapons, and an immersive, story-driven campaign. Players join the Black Bell Organization to combat tyranny and restore peace through explosive missions, strategic gunplay, and some seriously cool sniper challenges.
📝📌 What I Did:
I served as a game designer, helping on level design, combat scenarios, enemy placement, and creating engaging mission experiences. I also dabbled in user behavior analysis and data science to make sense of all the juicy stats coming through our analytics system.
😎 🧨 Why it’s cool:
Black Bell: Tactical delivers a simplified but thrilling FPS experience on mobile. With story-driven missions, tactical combat, and the satisfying feeling of taking down a corrupt pharmaceutical corporation, it’s an action-packed joyride you can play anywhere.
Set in the chaotic aftermath of Pharmacy’s downfall, this third-person shooter takes you into the gritty underworld where Black Bell mercenaries battle it out in underground arenas for unregistered weaponry and gear. It’s survival of the fittest—and the most tactical.
📝📌 What I Did:
I helped with combat design and multiplayer level design, making sure the gameplay felt fluid, challenging, and—most importantly—fun. Black Bell: Multiplayer focuses on complex movement, advanced navigation, and making every firefight feel like a high-stakes showdown.
😎 🧨 Why it’s cool:
Black Bell: Multiplayer delivers an intense, skill-based PVP experience like no other on mobile. With intricate level designs and fast-paced combat, it’s all about mastering your moves and outsmarting your opponents. Only the best survives.
Tasked with remastering a beloved classic, I led a team to fully recreate Doonaminula in the Unity engine. This epic point-and-click adventure follows the journey of the protagonist and Minula as they battle to stop evil from spreading across their lands.
📝📌 What I Did:
I managed the entire development team, creating pipelines and tools to streamline production and ensure top-notch quality. This project was a true Unity skills test, where delivering a faithful yet enhanced version of the original game was the ultimate goal.
😎 🧨 Why it’s cool:
Doonaminula was already a hit, with over 200K users loving its challenging and charming gameplay. Recreating this fan-favorite with better graphics and smoother gameplay was both a challenge and a blast!
Set sail on an epic Viking adventure with Viking Harald! This arcade idle game lets you step into the boots of a Viking lord hungry for glory and plunder. From a humble village, you’ll expand your kingdom across land and sea by building farms, fortresses, and fleets. Gather resources, grow your army, and command your forces to raid neighboring islands for treasure and renown. Build, conquer, and prove yourself as the ultimate Viking legend!
📝📌 What I Did:
I led the development of Viking Harald from start to finish. From designing construction systems and AI to building quest design tools and shaping level design, I ensured every part of the game was engaging and satisfying. It was all about mixing combat and resource management to make the player feel like a true Viking leader.
😎 🧨 Why it’s cool:
Viking Harald is a thrilling blend of action, adventure, and resource management where players must rebuild their village from scratch and conquer the seas. Plus, it’s always fun to command an army of Vikings and leave your mark on the world!
The world of ShootBall, where soccer meets pure, fast-paced chaos! This hyper-casual mobile game packs the excitement of an entire 90-minute match into frantic, finger-flicking action. Control zippy athletes as they dribble, dash, and dive for the goal – all while looking stylish in customizable jerseys and fantasy suits!
📝📌 What I Did:
I led ShootBall’s journey from scribbled ideas and prototypes to a full-blown release for the 2022 World Cup. We crafted a dynamic level system that seamlessly loads cool environments to match each obstacle course, making every match feel fresh and fun. Plus, we built a slick character controller system with detailed animations – including dramatic tackles that make you go “Oof!” – and a fun character customization feature to keep players looking sharp.
😎 🧨 Why it’s cool:
ShootBall is soccer reimagined for your fingertips! Fast-paced gameplay, hilarious animations, and the thrill of scoring that perfect goal.
Yeah… This project is ancient now, like a relic from the Lost Era of Game Development. 🏺🦖
I barely remember much about it, but hey, I dug up some old pictures of it from the dusty archives! 📸✨
Enjoy this blast from the past! 💥😄
So, about this project…
This one is also extremely ancient—like, from the Dark Ages of Game Development. 🏰🧙♂️
I was the brave intern tasked with fixing the AI’s chaotic brain 🧠🔧 and taming the multiplayer madness. 🌐⚔️
Here are some relics I managed to salvage from the ruins! 📸✨