
// 01 About
I got into games because the problems never stop. Most domains have a ceiling, you solve enough, you get comfortable. Games don't. There's always a simulation breaking under load, a system someone abandoned mid-production, a mechanic that works on paper and falls apart at scale. That's the whole point, that challenge of making games!
Senior gameplay programmer with 5+ years in UE5 C++ including 4+ years in AAA studio production at Limbic Entertainment. Shipped two AAA titles — Park Beyond (PC/PS5/Xbox Series X|S) and Corsair Cove (PC/Xbox Series X|S), operating across critical systems including mission scripting, ECS simulation, GAS, and AI. Proven ability to deliver complex features, optimize performance, and lead technical direction, resulting in significant bug reduction and improved development efficiency.
GAS ability architecture, State Tree AI, mission flow, save/load, 138 objectives shipped. Owned systems mid-production through DLCs.
Multithreaded ECS scripting (~50% faster iteration), automated submission validation pipeline, World Partition streaming, 7-language localisation.
1st Place Arab Gaming Hackathon (MENA 2025), 2nd Place DIGITOPIA National (Egypt 2025), Epic MegaJam competitor, UE Community Leader Cairo.
Full UE proficiency syllabus delivered to 50+ developers across 5 institutions. C++, Blueprints, and "What's New in Unreal Engine" modules.
Tech Stack
Unreal Engine
Visual Studio
GitHub
Jira
OpenGL
// 02 Work