Hello! I’m Isaiah, you can call me ISAY, a passionate Unity Game Developer with over four years of experience in the gaming industry. My career is fueled by my love for gaming, with Sekiro ranking as my all-time favorite, inspiring me to create thrilling and memorable experiences for players.
I specialize in mobile game development, focusing on crafting engaging gameplay and optimizing performance for seamless player experiences. My approach combines clean, efficient coding with a collaborative spirit, working closely with artists, designers, and developers to bring innovative game concepts to life.
Driven by a desire for continuous growth and new challenges, I am committed to contributing to team success and evolving the landscape of gaming. Join me on this journey to create extraordinary games that captivate and entertain.
I currently work as a game developer at TAKA HOUSE I worked on Whist, a multiplayer card game with over 300K+ users. Involved in core gameplay programming, UI systems, tutorial design, performance optimization, and ad integration.
08/01/2024Worked on a 4X strategy game as a UI Programmer, focusing on complex systems like the Technology Tree and Stellar Database. Handled dynamic UI elements, node visualization, and improved navigation for an immersive player experience.
01/01/2024Joined as a core Unity Programmer for The Broken Ceiling, a narrative-driven indie game. Built custom shaders, survival mechanics, and an intuitive inventory system. Contributed to the design of multiple endings and game logic systems.
12/01/2023Developed and published mobile games like ToyRider, with over 60K+ organic downloads on play store. Focused on gameplay mechanics, platform optimization, and collaborated closely with artists and designers to deliver engaging user experiences.
01/01/2022Worked on NanoPass (Metaverse), building turn-based combat systems and strategic ability mechanics. Focused on cross-platform performance and clean, scalable gameplay logic.
01/01/2022Whist is a classic trick-taking multiplayer card game where players strategize to win tricks and accurately bid their outcomes. Developed by Takahouse, it blends traditional gameplay with modern digital features like matchmaking, leaderboards, and in-game ads.
Learn MoreA rabbit has dug too far into the earth to create his burrow and has burst through and fallen into an ancient and forgotten world. The rabbit must find a way to get out, but the only way is to help the NPC’s of this world
Learn MoreToy Rider is a captivating car racing game that offers a unique experience with a focus on balance, timing, and strategic power-up usage. With stunning graphics, over 100 cars, 10 exciting power-ups, and 24 diverse race tracks, it stands out in the genre. Developed by Omnaya Studios, I had the privilege of contributing as a playtester to ensure seamless gameplay. Available on various platforms, Toy Rider offers fast-paced action and realistic driving mechanics, making it a must-play for racing enthusiasts.
Learn MoreDhabiya & Sagoora is a captivating 2D side-scrolling shoot'em up game, paying homage to classic shooters. In this adventure, players join Dhabiya and her falcon, Sagoora, to rescue her abducted animal companions. With vibrant visuals, engaging gameplay, and challenging bosses, the game combines linear progression with arcade-style combat. Unlock achievements and relish the thrill of defeating enemies in this humorous and cute-filled adventure.
Learn MoreIn the upcoming game Tari Adventure, players assume the role of the courageous protagonist, Tari. Together with a talented team, I've created vibrant and intricate level designs, challenging puzzles, and formidable enemies. Players will navigate treacherous landscapes, engage in thrilling melee battles, and unravel the captivating story as they strive to lead Tari to freedom. Prepare for an immersive and adrenaline-pumping adventure filled with stunning visuals and immersive gameplay.
Learn MoreDarkdays is a thrilling Action game. Players take on the role of Vic, an assassin seeking revenge, as they navigate a dangerous town and utilize lethal skills to uncover the truth. With passion, determination, and the aid of talented developers, Darkdays offers a gripping experience for players to embark on a haunting journey.
Learn MoreEmbark on a thrilling adventure in "See You Later, Alligator," a casual game that immerses players in a vibrant world of challenges and crocodile encounters. Navigate lush landscapes, dodge menacing crocodiles, and complete a variety of tasks to outsmart your scaly adversaries.
Learn MoreIn a spontaneous challenge, I asked my WhatsApp contacts for game ideas and my friends, who aren't my biggest fans, suggested popular titles like PUBG and CODM. Determined to create something amazing in just 8 hours, I dove into work. Using a model from my previous game, mixing animations from Mixamo, and drawing inspiration from CODM, I aimed to make players skydive, find each other, pick up items, and face challenging AI. However, I encountered hilarious setbacks, like botched landings and my character running like a little girl.
Learn MoreMy First TV Interview as a Game Developer I recently had my very first TV interview on RootsTV Nigeria, and it was a huge personal milestone for me. Like anyone stepping in front of the camera for the first time, I was a bit nervous. There were a few pauses and moments where the nerves showed, but overall I am genuinely proud of how it turned out. This interview marked my debut speaking publicly as a game developer on television, where I shared real experiences and lessons from my journey in the industry. Game development has opened doors I never imagined early on. From working with international teams to building games from scratch, growing financially, and finding a strong sense of purpose, the journey has been both challenging and deeply rewarding. During the conversation, I spoke about Nigeria’s huge potential in the gaming industry, the need for more funding and awareness, the importance of responsible gaming for children, and why stigma should not hold aspiring developers back. It felt fulfilling to share these thoughts and represent a growing community that deserves more visibility. This interview is only the beginning. Stepping in front of the camera for the first time has motivated me to keep improving, speaking up, and contributing more to the growth of the industry. I am grateful to RootsTV Nigeria for the opportunity and the platform. You can watch the full interview here: https://youtu.be/NELvj735BNQ I am proud of my journey, proud of game development, proud of Nigeria’s rising gaming scene, and proud of myself for showing up and taking this step.
I created a pirate-themed top-down naval adventure in Unity and C#, showcasing my coding style and best practices. Players control a ship, scout enemies with an Eagle Eye system, and manage resources like rum and wood to gain strategic advantages. Enemy ships navigate intelligently, and object pooling ensures smooth performance. The project is designed to scale with more levels, upgrades, and a full story.
This game means everything to me it's what got me into game development. I love how brutally difficult it is, but it's fair, rewarding, and incredibly well-designed. Easily my favorite Souls-like game. (And no, I didn’t like Elden Ring nearly as much.)
The story is powerful, no doubt but I hated the ending. Arthur didn’t have to die like that, man. Still, it’s a beautiful game with one of the best character arcs I’ve ever experienced. Rockstar really nailed the atmosphere.
Well, I worked on Whist and I'm genuinely proud of it. Seeing over 300,000 people play something you helped build is surreal. It taught me a lot about multiplayer design, player feedback, and delivering smooth, polished experiences.
An absolute classic. The characters, the dialogue, the world all so immersive. Geralt’s story felt grounded even in a fantasy setting. It showed me how narrative and world design can work hand-in-hand to pull you in for hours.
Criminally underrated. I loved the bike, the hordes, the survival mechanics—but man, the reunion with his wife felt so emotionally flat. She was just so... blunt. Still, I think the game deserved way more love than it got.