

Hey there
I’m Baaqir Ammar, a game developer currently studying game programming at Brock University.
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I focus on gameplay mechanics, game feel, and environmental storytelling. I’ve worked on a variety of small games and prototypes, from goofy office simulators to atmospheric exploration scenes, and I like bringing a little humour or surprise into every project.​
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When I’m not making games, I’m probably playing them. I’m always learning, always building, and always down to collaborate with other creative folks.
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I’m in it for the creativity, the chaos, and the love of the game.

My Dev Journey
Growing up in Lebanon, I was like most kids, playing video games, staying up too late, and getting way too invested. But when high school rolled around and I had to start thinking about what I actually wanted to do with my life, game development just made sense.
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I started coding in high school by taking a computer science course. I didn’t even know what “coding” really meant back then; I just signed up because it was available. But somewhere between writing my first lines of code and diving deeper into how games actually work, it started clicking. I stopped just playing games and started thinking about how I’d make them better, or what I’d do differently.
It wasn’t one big “aha” moment. It was a slow build; the more I played games like Half-Life or dug into weird indie titles like The Binding of Isaac, the more I wanted to create things of my own. Not just play games, but make them.
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The hardest part, honestly, was just deciding to go for it. I grew up in a culture where making games wasn’t seen as a real path, and it felt far away, like something people “out there” did. Everyone around me played games, but the idea of making one? That was something else entirely; However, I'm lucky I had my parents and family support me the whole way through.
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Since then, I’ve worked on a variety of projects, solo and with teams, but my favourite by far has been Hardly Workin’, a game I made with my team at Sleepy Sloth Studios. I usually prefer working solo because I know exactly what I want, but that project changed my mind. The team dynamic just worked, and I genuinely loved building it with them.
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Now, every time I finish a project, or even better, see someone react to something I made, there’s this moment of pride and joy that’s hard to describe. It’s why I keep doing this.
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Horror is the genre that sticks with me the most. I’ve played games across every style and type, but horror is where my dream project probably lives. I’m drawn to games that create atmosphere, the kind that blur the line between “playing a game” and being in it. That’s what I chase when I make things.
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I’m still learning. Still building. And still in love with the process.




