
// 01 Work
// 02 About
Senior gameplay programmer with 5+ years in production C++ including 4+ years in AAA studio production at Limbic Entertainment. Shipped two titles: Park Beyond (PC/PS5/Xbox Series X|S) on a heavily customised proprietary engine fork requiring engine-internals debugging, and Corsair Cove (PC/Xbox Series X|S) on Unreal Engine 5 — operating across critical systems including mission scripting, ECS simulation, tooling, REST APIs, networked systems R&D, GAS, and AI. Proven ability to deliver complex features, optimise performance, and lead technical direction, resulting in significant bug reduction and improved development efficiency in teams of 100–150+.
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!
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