Morocco Gaming Expo 2026!
After 3.5 years of juggling a full-time job and solo game dev, I showed the Fig and Totems demo to a room full of total strangers. Here is how it went — and the three questions everyone asks me.

Sunday May 24th 2026 was a very special day.
After 3.5 years of juggling a full time job in Sales and solo developing my game, Fig and Totems, I got the chance to share the demo publically for 1h at the Morocco Gaming Expo.
It’s an online multiplayer party game (2-4 players) you can play against friends and family, cross-platform.
I was scared deep down of two things: not enough players interested in trying, players not liking it after playing.
I had done at that point hundreds of hours of playtest with 50 people. But this time it was 100% total strangers.
I was so delighted to see players of all ages play tournaments with each other, getting competitive and laughing. Sometimes even asking people to stop and let others try it.
Thank you to the organizers for the opportunity and for the INCREDIBLE help. I was truly impressed by the event, and I am 100% confident this will be recognized as one of the best gaming conventions in the world in the near future.
Finally, a big thank you to my family and friends for their support 🫶🏻
People frequently ask me three questions
1) « Did you code or was it AI? »
I learned to code years ago, starting with Java in 2016, Python in 2019, C# in 2021.
AI definitely helped me speed up learning, especially network principles, sift through documentation (Unity, Photon and C#), and produce some code. I review 100% of the code it generates when I use it because I don’t trust it to make quality code (as of today).
In games you very quickly can introduce bugs, latency, and lagging. Useful for debugging and ping-ponging with it to pinpoint potential bug sources. It’s also useful to consider and challenge code design decisions before implementing them to respect SRP and maximize performance.
2) « Did you make the visual art or was it AI? »
100% of art is human-made.
- I drew the main character in detail then paid a freelancer to turn it 3D in Blender.
- I bought 3D assets from the Unity asset store and modified them when relevant.
- I made the UI fully myself, except for a few icons I purchased.
- The steam capsule was also made by a talented artist (Stephan Royer), who I HIGHLY recommend for creative professional input and work.
3) « Did you make the music and sound effects or was it AI? »
Same here: 100% of sounds are human-made.
For SFX, I made most of them with three of my friends during a really fun at home workshop.
As for music, I purchased licenses from artists, and my sister made me sounds from scratch.
