Omar Zakaria Ben MustaphaSoftware EngineerI build products people play, wear and watch.
Software engineer across games, XR, mobile and AI. I’ve shipped a rehabilitation game platform with 10,000+ users, a gaming portal with 300,000+ players and a VR headset. Now I’m building MacLC, an HDR media player made natively for Apple Silicon.
Everything VLC can play. Finally built like a Mac app.
A macOS-only media player for Apple Silicon, forked from VLC 4.0.0-dev. It keeps libVLC’s complete engine and rebuilds everything above it: a native AppKit interface, fixes for six macOS display-pipeline defects, and a Metal shader that puts your screen’s spare brightness to work.
SDR video is mastered so that nothing in it is brighter than SDR white. Played as it is, that is the ceiling, however much light the screen could give.
6.15× of headroom above SDR white, measured on an M3 Max.
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The panel keeps 6.15× in reserve.
Apple's XDR displays can go several times brighter than SDR white. MacLC measured 6.15× of headroom on an M3 Max: light that SDR video never touches.
Unchanged up to the knee, then a curve that takes SDR white to 4×.
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Only the highlights move.
Shadows and mid-tones stay exactly where the colourist left them, up to a knee at half SDR white. Above it, highlights rise on a smooth curve until SDR white lands at 4×, inside the headroom.
0.53 ms per 1080p frame, 0.91 ms per 4K frame, 10-bit BT.2020 PQ out.
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Every frame, in under a millisecond.
VLCHDRExpander, a Metal compute shader, re-encodes each frame into 10-bit BT.2020 PQ: 0.53 ms of GPU time for a 1080p frame, 0.91 ms for 4K.
display headroom, measured on an M3 Max
6.15×
shader time per 1080p frame
0.53 ms
shader time per 4K frame
0.91 ms
BT.2020 PQ output
10-bit
Two projects, one product
MacLC is the app and the site that explains it. Both are designed, engineered and shipped end to end.
Apple Silicon (M1 or newer)
macOS 13 Ventura or later
macOS app
MacLC for Apple Silicon
The player itself. VLCHDRExpander, a Metal compute shader, re-encodes every SDR frame into 10-bit BT.2020 PQ, lifting highlights into spare panel headroom while shadows and mid-tones hold still.
The product site, built from scratch: an interactive HDR deep-dive, the design system, a player comparison and release notes. Accessible in both themes, readable from 320 px wide, with self-hosted fonts and no trackers.
Requirements: Apple Silicon (M1 or newer) · macOS 13 Ventura or later · XDR or external HDR display for highlight expansion · M3 or M4 for hardware AV1 decode. GPL-2.0-or-later application on the LGPL-2.1-or-later libVLC engine. An independent open-source project, not affiliated with or endorsed by VideoLAN.
02—Selected work · 2015 – 2022
Seven years of products shipped to real users.
Healthcare games, a national gaming platform, VR hardware and AR, across three roles. Each part of the story opens onto full case studies.
2015–2017QuinQ
Part 1 of 3
2015—2017
Games that help people heal.
QuinQ·Unity Lead Programmer
Sidi Bou Said, Tunisia
Designed and delivered video games for physical rehabilitation.
Developed the rehabilitation game platform used by MindMaze (Switzerland) with 10,000+ users.
Implemented motion-capture systems for rehabilitation games.
Created game concepts, levels and characters tailored to patients' needs.
Shipped · PC
MindMaze (Switzerland), via QuinQ
Therapeutic mini-games for stroke, multiple-sclerosis and sports-injury recovery, on a platform with more than 10,000 users.
Led the gaming division, overseeing video game projects from the first brainstorm to publication.
Built an online gaming platform that reached 300,000+ active users.
Launched multiple mobile games with more than 1 million downloads combined.
Organised e-sport events drawing thousands of participants.
Shipped · Mobile
Orange Tunisie
An online gaming portal for Orange Tunisie that grew to 300,000+ active players and hosted e-sport events.
Read the case study
Shipped · Mobile
Orange Tunisie
An augmented-reality game that brings Tunisia's cultural and historical sites to life on visitors' phones.
Read the case study
2017–2022Ingenium / Hazen
Part 3 of 3
2017—2022
Founding Hazen: VR for every phone.
Ingenium / Hazen·Software Engineer · Founder of Hazen
Tunis, Tunisia
Led software projects from conception to deployment and founded Hazen, a VR games company.
Designed a VR headset compatible with any smartphone.
Launched the Hazen VR app store and its universal headset.
Developed a VR educational platform for immersive professional training.
Shipped · VR
Ingenium
Immersive VR scenarios used by institutions for professional training, from emergency response to industrial operations.
Read the case study
Archived · Hardware
Hazen
An affordable VR headset that turns any smartphone into a display, launched through Hazen, the VR company I founded.
Read the case study
Archived · Web
Hazen
A marketplace where people found and bought VR apps from Hazen and third-party developers.
Read the case study
03—Live demos
13 projects you can open right now.
University courses, websites and a hand-tracking experiment. Every one is hosted here, runs in your browser and shares this site’s design system, each in its own colour.
Landing page, in French, for a smartphone screen protector with a blue-light filter and a bubble-free applicator: the fitting steps told as you scroll, and a comparison of the two versions.
A one-page site for a builder: photo hero, services, a four-step process told as you scroll, a filterable project gallery, testimonials and a validated contact form.
A print-on-demand photo shop in plain HTML, CSS and JavaScript: collections, a product page that previews each frame to scale, a cart that survives reloads, checkout and FAQ.
A fast, dependency-free landing page with services, gallery and contact sections.
HTML · CSS · JavaScriptOpen
04—About
Engineer, founder, tinkerer.
Software engineer with a Computer Science engineering degree, specialised in mobile development (iOS and Android), video games, virtual reality and LLM-powered agents. A creative, organised team player with natural leadership, used to taking products from the first brainstorm to launch.
Toolbox
Engineering
Unity
C#
Swift / iOS
Kotlin / Android
Unreal Engine
VR / AR
React
Node.js
SQL
AI & specialities
LLM integration
AI agents
LLM fine-tuning
Game design
Motion capture
Rehabilitation tech
Leadership
Project management
Scrum / Agile
Team leadership
Education
2010 – 2013
Engineering degree in Computer Science
ESPRIT — Higher School of Engineering · Tunisia
2008 – 2010
Bachelor's in Mathematics, Computer Science, Mechanics & Electronics
Pierre and Marie Curie University · France
Languages
French
Native
English
Fluent
Arabic
Fluent
Off screen
Film and digital photography, electronics (Raspberry Pi, oscilloscopes), music, scuba diving, spearfishing, and taking game mechanics apart.
05—Contact
Have something that needs building?
Tell me about the product, the team or the role. Based in Tunisia, open to remote work and travel. I write in French, English and Arabic.