Adnan Eddeb

Adnan Eddeb

I build games and the tools that make them.

Computer engineering at Waterloo. Rasterisation and raymarching pipelines, engine architecture, and the editor tooling that makes them usable by someone who is not me.

Selected work

Engines, scenes and characters.

The Neef Engine node graph editor beside the Lua source it generates.
Neef Engine — visual scripting A node graph that transpiles to readable Lua. Typed pins, event-driven execution across fixedTimeUpdate and frame callbacks, a broadcast bus for decoupled messaging, and graph variables exported straight to the inspector.
A lit arcade interior authored in Unity 6 with URP.
Arcade interior — Unity 6 / URP Baked global illumination with blended light probes for the dynamic props, a baked NavMesh for agent traversal, and emissive signage. Authored for real-time walkthrough and exported to the browser through glTF.
A stitched teddy bear character rigged and animated in Blender.
Character — model, rig, animation Modelled and hand-textured, skinned to a metarig-derived armature with weight-painted deformation, then animated as stacked action clips and exported to glTF with its idle and locomotion set intact.

Experience

Shipping real tools.

Game jams

Built fast, on purpose.

Shift Drift — honourable mention, Summer Game Jam. A checkpoint inspection sim built in under three days, with a cognitive degradation system that maps player vigilance onto procedural camera sway, depth-of-field falloff and glyph-level UI distortion.

Cat vs Bot — second place, University of Waterloo Game Jam '25. Three-person team, Unity and Blender, version controlled on Git.

More

Have a look around.

Playable WebGL builds, the engine, and the rest of the write-ups live in the arcade.

Open the arcade
Play