Joel Abraham Orethu

Hi, I’m Joel, Software & Gameplay Engineer

I build interactive systems, tools, and experiences with Unity, Unreal Engine, and code.

About Me Here you will find more information about me, what I do, and my current skills mostly in terms of programming and technology

Who I Am & What I Build

Hey! I'm Joel, a Software & Gameplay Engineer based in Abu Dhabi, UAE. I work primarily with Unity and Unreal Engine, building interactive products, tools, and systems that span games, SDK integrations, and real-time applications.

I’ve worked remotely with international studios and partners on API-driven systems, backend integrations, UI frameworks, editor tooling, and cross-platform deployments across mobile, PC, and VR. My experience includes SDK integration, plugin development, data-driven UI flows, and performance-critical systems used in production environments.

I enjoy solving complex technical problems, whether it’s gameplay mechanics, scalable UI systems, or bridging backend services with real-time frontends. I value clean code, collaboration, and continuous learning. You can reach out if you’d like to collaborate or just talk tech.

Contact

My Skills

Unity
Unreal Engine 5
C#
C++/Blueprints
.NET
Git/Perforce
Gameplay Programming
AI/Navigation
REST APIs & Backend Integration
SDK & Plugin Development/Integration
Cross-Platform Development
Optimization/Profiling
Tooling & Editor Extensions
CI/CD & Build Pipelines

Projects A selection of projects showcasing gameplay systems, technical prototypes, client demos, and game jams I have worked on.

Clocktergeist Screenshot

Clocktergeist

Built in Unreal Engine 5 during a month-long Boss Rush Game Jam, Clocktergeist is a boss-rush action game set in a haunted clocktower. As the lead gameplay programmer, I owned the design and implementation of almost all boss behavior systems, contributing to combat mechanics, player control, and overall game feel under strict time constraints.

More
Reactional Screenshot

Reactional Music

After almost 2 years of collaboration with Reactional Music, I developed a variety of Unity and Unreal Engine 5 gameplay demos and tools. This included interactive music prototypes, editor plugins, and example scripts to showcase their tech across genres like platformers, puzzle games, and 3D adventures.

More
Poly Run Screenshot

Poly Run

A solo-developed arcade-style 3D game built in Unity, where players control a robber navigating a stylized city to collect gold while avoiding obstacles. I designed and implemented all core gameplay systems, including AI NPC behavior, player locomotion, obstacle generation, and scoring mechanics. The project was managed end-to-end—from concept and prototyping to final execution and polish.

Play on Itch.io
Glyphweaver Screenshot

Glyphweaver

Developed in Unreal Engine 5 during a month-long game jam, Glyphweaver is a narrative-driven adventure game with puzzle-based exploration. I contributed as a gameplay programmer, designing and implementing systems for puzzle logic, world traversal, and inventory management. I also assisted with debugging and performance optimization to ensure smooth gameplay across all segments.

Play on Itch.io
False Awakening Screenshot

False Awakening

Developed in Unity during a 10-day game jam, False Awakening is a Celeste-inspired 2D platformer that explores a psychological dream journey. As the lead gameplay programmer, I implemented core mechanics including responsive platforming, player movement, and dynamic environment interactions. I collaborated with a global team of new developers, helping guide design decisions and fostering teamwork throughout the jam.

Play on Itch.io

Contact Interested in collaborating or just want to chat? Feel free to reach out.

📬 You can reach me directly at joelorethu@gmail.com