Products and Projects 

Agon (Razeen)

Razeen (code name: Agon) is a filtration and submissions management system. It was created as the first product for TAM Development as part of their new organizational expansion that included IT products as a new business line. I was responsible for creating the new product unit, then choosing, strategizing, and building the first digital product for the company. 

Seeing that TAM specializes in contests, events, and award management, I chose Razeen to provide two benefits. First is to overhaul the internal tools used by the operations team and eliminate any costly manual process. Second is to utilize TAM’s extensive knowledge in contests and award management to create the best product for contests and awards management. The roadmap for the product involved branching into similar submission management processes.

Razeen was released in 2018. Internally, it helped the company manage triple the number of last year’s contests in the first quarter of 2019, with the same workforce. It diminished the dependence on the IT team in launching and managing new contests, which reduced the IT cost for a contest by 90%. Those factors more than doubled the company’s profit for 2019. I could not gather data for its external use as I left the company before the launch to accompany my wife in continuing her education abroad.


Role: Build the product management unit (structure, processes, job titles, interview process, hiring). Strategizing the first IT product (selecting Razeen and developing its long term roadmap). Develop Razeen’s requirements and wireframes. Coach the development team on Scrum.

Tools: Trello, Slack, Google Docs, Balsamiq.

Agon Development Team Presentation

Kammelna Baloot

Kammelna Baloot is an online multi-player card game, based on the famous local card game played in Saudi Arabia Baloot. It attracts 150K+ daily players, 500K+ monthly players. The product started with me researching the current competition at the time, then drafting the project’s requirements and game rules. With the help of the development team, we managed to launch a beta version in June 2008. But it was filled with bugs and problems that we had to shut it down and relaunch a better version on January 5, 2009.

The game is still running 11 years after its release, and its user base and profits are still growing. In 2012, Peak Games acquired the game and the Kammelna brand. Remal IT remained as the game developer and operator.


Role: Product manager, Project manager, game designer, customer service, voice actor. Scrumban was used to manage the product’s development.

Tools: Asana, Trello, Assembla, Game Analytics, Unity, Google Docs, Slack, HipChat, Github, Google Analytics, SmartFox Server, Flash, Audacity.

Kammelna 2008 and 2019

Kammelna After 11 Years

Kammelna Mobile App

Kammelna Website

Game Lobby

Game Room

Kammelna Design Document

Kammelna Acquisition

Kammelna Acquisition

Skilled Driver (Jawlah)

An educational driving game where the players learn the different traffic rules and try to progress through the levels by safely driving their cars. It was a part of a road safety campaign developed by TAM Development for one of their clients.

I was contracted as the game designer and to handle the outsourcing of the game’s art. First, I researched mobile driving games and educational games. Then I developed the game’s high concept, the games design document, and wireframes. For the art outsourcing task, I researched the different art styles possible for the game, then managed to find a freelance artist that has done mobile games art before. I developed the list of graphics assets for the game, then gathered the reference material for the art assets.

The game was developed in Unity and was released on iOS and Android. I couldn’t gather much data due to my contract ending a few months before the game was released. I was told that the client was delighted with the result, and the kids enjoyed the game.


Role: Game Designer, Art Outsourcing.

Tools: Google Docs, Photoshop for wireframes and UI requirements.

Final Game

Final Game

Game Design (I don’t own the art for the level selection map or the two cars)

Game Design

Game Design Document

Game Design Document

Areeb World

An educational MMORPG set in a science fictional future where robots do all the work for humans, but then the robots go rogue. It is the players' mission to figure out why, restore the peace, and reclaim all the knowledge that was lost due to over-reliance on robots. The target audience is elementary level students.

It was a massive project for a small company. The team managed to release the game to Steam and physical stores. The game programming was outsourced, but all the design work and content creation were done by the team.


Role: Since it was managed by another team in the company, I provided consultation on game design and artwork, then did parts of the early game design work. Later I helped with the packaging art outsourcing and created storyboards for the game intro scene.

Tools: Google Docs, Photoshop, MediaWiki.

Opening Scene Storyboard

Shout of Survival

Shout of Survival is an online 4-players quick match game. It is played in a barely lit map, and the goal is to find your human teammate (if you played as a human) or to hunt down one of the human players (if you played as a monster). The game was built after the positive feedback from releasing Reunion, where the three of us at Hako Games decided to give it a try and build a commercial game using similar mechanics.

The game managed to be successfully funded in its Indiegogo campaign, and it passed the Steam Greenlight process. Currently still available on the Steam store.


Role: Game Artist (2D version), funding campaign planning, promotional art creation.

Tools: Photoshop, Trello.

Game Explanation 

Game Icon

Character Art

Customization Options Art

Main Screen Art

Halloween Level Art

Reunion - Game Zanga Entry (1st place winner)

Reunion is a small horror game that was created for a MENA region Game Jam called Game Zanga. Out of 60+ entrees, the game won the first place award, most creative game award, and best Unity game award. The game was later released to Android and iOS devices, in Arabic and English. So far the game has been played over 100,000 times.


Role: Game art, design help.

Tools: Photoshop.

Main Screen

Opening Scene

In Game


I was approached in 2014 by someone who wanted to partner up in creating educational apps for children. I researched similar apps and trends in mobile games, then created the app’s concept and high-level requirements, along with wireframes and a couple of mini-games design.

We tried to bootstrap it as much as possible, but I failed to manage expectations correctly. I felt I was hindering the project with my indecision, so I apologized and quit the project. It was a painful learning experience. Thankfully it was early in the project, so no hiring was done or money spent.

Here are some images of the design work I created.

Initial Sketch Plan

Main Screen

Main Screen Concept

Opening Scene Storyboard

Game concept

Reporting Screen Wireframe

Game Concept and Notes

App map

New Profile Wireframe and Notes


During the Facebook social gaming trend in the early 2010s, the company I worked at had the idea of building a social game with a unique local twist. But due to resources limitation, it was not possible to fund the project. As such, I and fellow team members agreed to work on the project after hours in exchange for equity. I worked on exploring the current market, understanding the best practices, and analyzing similar games. I then worked on creating the game design documents with my colleagues and we defined the game’s features. Next, we searched for a programming outsourcing company and helped manage the project with the team. I also created the concept art for the game items and the game’s opening screen.

We managed to have a working core game. Due to issues in handling the project, it went over the time and the budget agreed with the outsourcing team. The company tried to continue working on the code a few years later, but nothing came out of it.

Role: Product management, project management, game design, concept art.

Loading Screen Concept

Loading Screen Design

Concept Art

Concept Art

Concept Art

Art Ref and Design Notes

Kammelna Tarneeb

Kammelna Tarneeb was the second game launched under the Kammelna brand. It was released as a web game (Flash client) and as a Facebook game.

The game managed to get some traction on Facebook, but due to resource limitations, the team’s focus was on developing the Kammelna platform. The game was kept running until the FB client no longer worked.

Role: Product manager, Project manager, Game Designer, Customer Service. Scrumban was used to manage the product’s development. Tools used were: Asana, Trello, Assembla, Google Docs, Slack, HipChat, Github, Google Analytics, SmartFox, Flash.

Kammelna English and French versions

As part of the Kammelna brand expansion, we tried to release an English and a French version of the game. Baloot, the local game Kammelna began with, was derived from the French game Belote. The French game is still popular in France and the northern parts of Italy, so we were trying to capture a new audience by translating the Arabic game to English and French and adopting the rules of the French game.

We translated the game, changed the rules, and got the Beta servers ready. However, due to resources limitation, we couldn’t keep developing the Arabic game and the platform and also follow up with the English and French versions (A lesson in attention management!). The Beta servers were later closed.

Role: Product manager, Project manager, game designer, customer service. Scrumban was used to manage the product’s development. Tools used were: Asana, Trello, Assembla, Google Docs, Slack, HipChat, Github, Google Analytics, SmartFox, Flash.

Kammelna Facebook Client

Due to the popularity of Facebook games and social games at the time, we decided to create a Facebook client for Kammelna Baloot. It was also in part because Peak Games requested it after the acquisition. It was reasoned that getting on Facebook means getting access to social features and access to a wider audience. 

It turned out that we have already captured most of the Saudi market through the web client. And when we launched on Facebook, the new users were from countries where Baloot was not known or played. This resulted in large numbers of users dropping out after checking the game, as the game itself is not beginner-friendly. We kept The Facebook client running until it was outdated by Facebook's platform changes, and we took it down.

Role: Product manager, Project manager, game designer, customer service. Scrumban was used to manage the product’s development. Tools used were: Asana, Trello, Assembla, Google Docs, Slack, HipChat, Github, Google Analytics, SmartFox, Flash.

Ticketing System

This was a consultation project for TAM Development, where I researched and developed the business case and requirements for a new product.

Tools: Google Docs, Balsamiq.


Provise is a productivity monitoring and reporting system, similar to Harvest Time. The product was already developed and deployed to a single company when I started working on it while I was in charge of Kammelna. My role was to collect customer feedback, manage the outsourced bug fixing, testing, and server maintenance. I tried to develop a couple of new features to improve the product, but the company decided to focus on Kammelna.

Role: Maintenance management.

Creative Workshops on innovation for the King Abdulaziz Center for World Culture

Created five creative workshops on innovation for the King Abdulaziz Center for World Culture (Ithra) to be presented year-round at the center’s Idea Lab.

Ashgar Footwear

A relative owns a shoes wholesales company and wanted to build a store that allows his clients to see currently available products. I recommend starting with an Instagram account, but he wanted something more full-featured. So I created and customized a Shopify store. (2016)

Ethra 2007 Summer Camp for Gifted Students

Talents Center is a startup focused on advancing the educational experience and technical education for kids all over the country. They do that by teaching students mechanical engineering, electrical engineering, and programming using Lego Robots.

We held a summary camp for gifted students sponsored jointly by a large corporation and a governmental entity. We gave the gifted students their robot kits on the first night and let them play with them, and they managed to figure out everything we planned to teach them during the summer on that night. I was tasked with creating a new programming curriculum on the spot and spent the night doing so. The students continued the camp using the new curriculum. 

Role: Lessons writing, teaching programming, working with robotics kits, technical consulting, and technical support.

Caffeine Rush

Caffeine Rush is an arcade-type game where you try to make as much money as possible or at least enough to keep your job by throwing colored coffee mugs at the customers. You have to match the color of the mug with the color of the customer to get money, or they will leave mad and you lose money.

I developed the game back in 2007 as an entry to Microsoft's game development competition “
Dream Build Play

Mu Fahlawa

Whiteboard animation created for entry in Ithra’s “iBroadcast” competition.

Role: Artist.


A short webcomic series illustrated for a client.

Link: ذكريات مستقل #1 - احباط وظيفي - أنا مستقل

Role: Artist.

Introduction to Web Programming Course Project (2019)

Saving and Investing for Beginners Website. This website was built as part of an 'Introduction to Web Programming' course that covers HTML / CSS / JavaScript / jQuery. The website holds dummy content as the focus of the course was on coding.

Link: Website illustrations

Created the illustrations for TimeFiler website as a freelance illustrator.

iThra Portal User Research and Information Architecture

Worked on identifying the user base and their interaction with the product via storyboards. These storyboards were then delivered to the portal's audience to confirm expectations and uncover ambiguities. Afterward, wireframes were created to define the skeleton of the website and the order of content on each page centered on the users' tasks.

Opening Art for Game Zanga entry "The Seven Habits of Highly Effective Fleeing Mice" (3rd place winner)

The project is a web game for a Game Jam called Game Zanga. Abdullah and Ahmed worked on the game from a to z, and I was added to the team later to create the opening story art for the game (6 panels). The time allowed for the task was 6 hours before the deadline for the contest.