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Ali Benkarrouch

Software Engineering student at ETS

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Runebound
December 2024

Runebound

With Runebound, my goal was to design an ambitious roguelite RPG that explores dimensional duality within gameplay for my video game development class at Cégep de Rosemont. I wanted to create a powerful narrative experience where the mage's evolution is reflected not only in his powers, but also in the game's technological transition. This project allowed me to push my Unity skills by managing two distinct playstyles within a single progression loop.

Contribution

On this project, I handled all technical development using Unity and C#. I designed the basic combat system, allowing players to unlock and use a variety of basic spells and ultimate attacks linked to fire, ice, and void gems. I also programmed the transition logic between the 2D exploration phase and the 3D world, including the mechanics of flying with the glider and the special transformation into a dragon. Finally, I developed the AI for the enemies and the final boss to provide a progressive challenge throughout the adventure.

Project Gallery

Visual Overview

Runebound screenshot 1

Approach

My approach was to build a modular game system capable of supporting two different perspectives while maintaining consistent character logic. I used object-oriented architecture so that statistics and collected artifacts would influence gameplay seamlessly between 2D levels and the 3D environment. For the final world, I emphasized verticality and power by integrating aerial movement mechanics, contrasting with the more tactical and linear progression of the early levels.

Features

  • Hybrid 2D/3D gameplay
  • Roguelite RPG
  • Elemental spell system
  • Flight mechanics
  • AI for minions

Stack

UnityUnityC#C#

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Explore Other Work

Spellmotion

Spellmotion

I undertook this solo project with the desire to explore the field of computer vision through a practical application. Passionate about development, I had the idea of merging this technology with video game creation to design an immersive experience where traditional physical controls are replaced by natural interactions. The goal was to transform theoretical image processing concepts into an intuitive and responsive control tool for a virtual environment.

July 2025

Whale of Misfortune

Whale of Misfortune

I designed this project as part of my first course dedicated to mobile app development. Since the initial assignment was technically simple, I chose to set myself apart by injecting a strong visual identity into it. To do this, I created, designed, and animated an original character using Aseprite, drawing inspiration from the pixel art style of cult games such as Undertale. This project was the perfect opportunity to combine my technical skills with my graphic creativity.

November 2024

Spritelab

Spritelab

I designed Spritelab to address a specific need in the workflow of game developers and pixel artists: efficient management and transformation of spritesheets. The goal was to create a lightweight and intuitive tool to automate repetitive slicing and organizing tasks, saving time when integrating visual assets into game engines.

March 2025

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