Bassem Youssef — Game Designer
📧 [email protected] · 💼 LinkedIn URL · 📱 +0201004308630
I'm Bassem Youssef, a game designer based in Egypt. I came to games after a civil engineering degree , a background that pushes me toward systems that can be modeled and tested, not just designed by feel. My strongest work grounds settings and systems in real, specific culture rather than generic tropes: Abdocalypse's combat and setting are built around Egyptian weapons and Cairo geography, not reskinned Western survival-horror conventions. I work in Unity (C#) and Unreal (Blueprints).


Game Trailer : Abdocalypse Trailer
Game Designer — designed all core systems (weapon durability, hunger/scavenging, enemy spawning), level design, and UI. Also contributed to development on select systems (loot box, enemy spawner, character movement).
6 → 3 developers, 3 artists
2 months (ITI graduation project)
Vertical slice : development paused when a partner's commitment to continue the project fell through
Most survival games default to a generic urban-apocalypse template , zombie tropes, weapons with no cultural specificity. Abdocalypse was a deliberate departure: Abdel-Hameed El Bora'ay is a cart driver, not a soldier, armed with real Egyptian weapons , Naboot, a traditional stick weapon, and a compact shotgun ,and sustained by recognizable street food carts (fava beans, koshary) instead of abstract supply crates. This is primarily a setting and identity choice , the survival-loop mechanics themselves (durability-based scavenging, a depleting resource meter, escalating enemy pressure) follow standard genre conventions. The goal was proving a distinctly Egyptian setting could carry a survival game as well as any generic one.