Abbas Boumelhem
Game Designer, Unity Engineer
Unity Engineer, Game Designer
Design
Engineering
Boumelhem.Abbas@gmail.com
AbbasBGames.com
Risk of Rain 2
Contracted with Dream Toaster Games and Gearbox Software, to support development of the Alloyed Collective DLC.
I had a major hand in the 6 new enemy types, as well as the final boss. It was a wonderful honor to be able to work on the game professionally. Click below to see a more detailed breakdown.
Contracted with Dream Toaster Games and Gearbox Software, to support development of the Alloyed Collective DLC.
I had a major hand in the 6 new enemy types, as well as the final boss. It was a wonderful honor to be able to work on the game professionally. Click below to see a more detailed breakdown.
Red Alert
A mod for Risk of Rain 2, featuring many playable characters designed and implemented by me.
I had worked on several custom character mods at this point, but Tesla Trooper was the first character fully designed and coded by me.
His gimmick is to summon a Tesla Tower, then command it to attack target enemies.
Connecting the master to the minion and sending commands was a ton of fun to get working.
Desolator was created because I simply couldn't help myself.
He simply spreads doom over a ton of area.
A simpler design, this kit was prototyped rather quickly, allowing for as much time for design iteration as possible.
Chrono Legionnaire is a class that really pushes what characters can do in this game.
He overrides the sprint functionality, sending a duplicate out and teleporting it. He creates a giant circle that seamlessly teleports a large group of enemies to a second contact point. One of the most intensive survivors code-wise that I've done, but all worth it.
A mod for Risk of Rain 2, featuring many playable characters designed and implemented by me.
I had worked on several custom character mods at this point, but Tesla Trooper was the first character fully designed and coded by me.
His gimmick is to summon a Tesla Tower, then command it to attack target enemies.
This design space between a character and summoned minion had tons of potential to be explored, and was a ton of fun to make.
Desolator was created because I simply couldn't help myself.
He simply spreads doom over a ton of area.
This was very tricky to balance. Spreadsheets upon spreadsheets of different numbers were tried. Either he effortlessly killed everything, or he was helpless against priority targets. Eventually I've found a decent sweet spot.
Chrono Legionnaire is a class that really pushes what characters can be in this game, while still adhering to the game's design paradigms.
He replaces sprinting with a teleport, and uses this movement to latch onto enemies close range with a tether that makes them vanish from existence.
Wizard Game
Originally a stand-in title, I've since kept it as it makes a statement.
This is the Wizard Game. The definitive wizard experience.
The game features a unique spell casting system, where instead of "casting spells" by pressing buttons and having the wizard on screen do everything for you, you must cast spells yourself, by manipulating and moving the elements in different ways, and finishing with a gesture.
The game was architected from the ground up using Object Oriented and Data Oriented principles in Unity to build modular designs that can be put together to quickly create all kinds of content.
Originally a stand-in title, I've since kept it as it makes a statement.
This is the Wizard Game. The definitive wizard experience.
The game features a unique spell casting system, where instead of "casting spells" by pressing buttons and having the wizard on screen do everything for you, you must cast spells yourself, by manipulating and moving the elements in different ways, and finishing with a gesture.
There are overall 30 different spells among 4 main elements, and 6 combination elements. Designing these was a ton of fun, especially to make each element and spell distinctive, with their own uses, pros, and cons.
Enforcer
A mod for Risk of Rain 2.
My responsibilities included polishing game feel, implementing models, animations and skins, adding the secret second character, and over time, plenty of refactoring and reworking our old code to work on new versions.
Adapting a beloved character from the first game was a feat not to be taken lightly. The team and I discussed, argued, and pitched for hours on what would be best for the character, taking user feedback into account as well.
A mod for Risk of Rain 2.
My main responsibilities were polishing game feel, and ensuring good balance. We also ended up adding a secret second character who flipped the design on its head.
This character might not seem like much compared to the new faces we've seen on the store, but this was one of the first fully implemented modded survivors, in a time where that was still hard to do.










