
Professional Work
AAA Action Adventure Title
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UE5 C++ engineering on the next Tomb Raider at Crystal Dynamics, working across rendering-driven world systems, gameplay, and engine-level systems.
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Owned the dynamic weather, occlusion, and time-of-day systems, driving localized environment states, wetness, and lighting behavior across large streaming worlds.
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Designed spatial “sector” and traversal markup systems that partition the world for streaming, querying, and navigation, keeping complex, kit-bashed geometry reliably traversable.
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Implemented multiple traversal abilities in UE5 C++/Blueprints using GAS, wiring contextual movement and traversal moves into world markup, locomotion state, and animation so characters react reliably to complex, kit-bashed geometry.
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Used Unreal Insights, PIX, and GPU profiling workflows to monitor and improve performance of world and occlusion systems in large, visually rich environments.
AAA Multiplayer Action Adventure GaaS
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Rendering / FX-oriented engine work on Marvel’s Avengers, focusing on tools and runtime systems that powered gameplay and cinematic effects in a proprietary engine.
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Owned and extended the engine’s FX system, building features and authoring workflows used daily by FX and Tech Art for high-impact combat, traversal, and cinematic moments.
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Profiled and optimized FX-heavy scenes to hit performance targets, making engine-level changes and guiding FX authors with best practices and written optimization docs.
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Collaborated with FX, Tech Art, and rendering engineers to debug visual issues, improve FX authoring pipelines, and ship stable, performant visuals across platforms.
INDIVIDUAL WORK
TEAM PROJECTS
PROGRAMMER
Unreal Engine 4 | Open world | Up in the Air | June 2017 - December 2017
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Architected intricate systems like the player character, power up system, and the map and discovery system in our game.
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Created and maintained major blueprints and it's components.
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Provided solutions for complex problems arising due to the open world nature of the game,most of which entailed heavy usage of blueprint communication.
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Make various tools to help level designers and artists iterate quickly
LEAD PROGRAMMER
Unreal Engine 4 | 4v4 Capture The Flag | Auxilium | January 2017 - May 2017
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Helped and encouraged my team to brainstorm solutions together.
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Wrote essential game blueprints like flags and playable characters.
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Managed breaking down of high level tasks given by project leads and assigned those tasks to programmers who fall under me.
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Communicated across disciplines in a 50 person team. for example, talking to artists about animation doubts and issues or asking level designers about their needs (any variables that they'd need access to, tools they need)
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Resolved Unproductive conflicts as soon as possible
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Maintained all blueprint code that fell under me.
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Preserved vision of the game among my team
PROGRAMMER
Unity 5, tablet game | Ebmarah Reborn | September 2016 - December 2016
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Wrote and maintained all scripts for the game.
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Architected all major mechanics like character movement, camera movement, Enemy AI and level streaming.
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Communicated with fellow artist and level designers, since all game decisions were made together it involved a good amount of cross discipline talk.
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Functioned as sole bug fixer for the entirety of the project.









