Experience
Senior Unreal Engineer
@ YAGER
Contributing to a new unannounced multiplayer project, using UE5 with Lyra
Led development of several foundational systems across the project including Weapons, AI, Progression and UI.
Used GAS extensively
Actively contributed solutions to UDN
Modified the engine when deemed necessary
Lead planning/breaking down entire EPICs, fostering collaboration across a team of designers, level designers and engineers.
Tech stack/tools:
UE5, C++, World Partition, GAS, Fab, Perforce, Horde
April 2024 - Present
Software Engineer II
@ EA Frostbite AI
Short Summary:
Developed AI systems in Frostbite Engine that empowered titles like
Battlefield 2042, Madden franchise and other Unannounced Projects
August 2020 - July 2023
Detailed Summary:
For Frostbite:
Led development of and owned entire subsystems in Frostbite, starting with planning, task creation all the way to helping in integration on Game team streams.
Developed Runtime and Pipeline in C++, optimized solutions while adhering to game team performance requirements, balancing between memory/cpu/readability
Developed Editor tools in C# and XAML (MVVM)
Designed tool APIs that adhered to game team security requirements
Comfortably handled medium changes (approx. 200) files
Cleaned up and polished our Testing module
Put in foundation to enable the rest of the QV and Engineering team to contribute to our test modules
Optimized the workflows by writing custom editors (Data and Type editors)
Reduced our engineering time by direct integration with Frostbite types system, hence removing the need to wrap types requested by game teams
Developed a feature (for Frostbite's Framework team) that served every Frostbite user on a daily basis (Game Teams and Frostbite engineers)
For stakeholders
Supported customer teams through different communication channels to propose new features, answer their questions and collect feedback
Writing extensive documentation in form of:
Architectural documents
Documentation pages (Technical and User guides for engineers and Content creators)
Code comments, header system description and usage examples
Recording live demonstrations for system-wide features
Conducting live code reviews (a walk-through) to help the team understand bigger changes.
Supported our Engineering Manager & Frostbite's global goals & strategies
Tech stack:
Frostbite, C++, C#, MVVM, Jenkins, Perforce, Microsoft Extensible Framework, Jira, Swarm, Perforce
Freelance Engineer
@ Toptal
January 2020 - August 2020
Project George Canine
Educational project
Ported the project from iOS to Android
Integrated Amazon's Polly (Text-To-Speech engine) to the game
Created a tool to convert lessons into generated audio files
Updated game's legacy Text-To-Speech system to cached audio files system
Reduced game size to below 100 MB (40% size reduction)
Project SmartHome (MVP) in which I completed:
Seed home layout generation
Automated placement of smart devices
Serverless smart devices controlling using IoT Schema through RESTful
Project Angl:
Developed custom building generation
Created a layer over house generation asset to add more features
Developed Dijkstra-based piping system
Senior Game Programmer
@ Gameloft




October 2017 - January 2020
Projects:
Modern Combat: Rebel Guns
Unannounced project
Tasks:
Joined as a senior generalist programmer
Delivered shaders, GOAP AI and different gameplay features
Optimized performance (CPU, Micro-freezes, memory leaks)
Fixed animation tools and implementing root motion animations
Direct communication with other devs, animators, artists, producers, QA and Tracking team
Tech stack:
Proprietary Engine, C++, Lua, Jenkins, OpenGL ES 2.0, Unity, Android
Unity Game Developer
@ Forgotten Mines
April 2016 - October 2017
Projects:
War to the Core
Tasks:
Joined as a generalist programmer
Delivered shaders, different full-stack gameplay features
Integrated different login platforms
Implemented invitations & rewards systems
Tech stack:
Unity3D, Azure, C#, HLSL, Mantis
Unity Developer
@ Penta Value
January 2014 - October 2017
Designed and fully implemented 9 Unity3D projects (3/2D apps/games) and helped to ship another two.
Developed a Kinect v2 Avateering wrapper used in 5 projects and a Kinect Framework used in 4 projects.
Explained to potential investors how to monetize existing projects.
Handled communications with freelance 3D artists to cope with project requirements.
Managed the hiring process and ramping up for two junior developers and introduced them to existing projects.
Conducted code reviews for fellow developers.
Worked with iOS, Android, and back-end developers to deliver RoboApp, a cross-platform native application building system.
Tech Stack:
Unity3D, Microsoft Kinect, Subversion (SVN), Augmented Reality (AR), Virtual Reality (VR),C#, .NET,WebGL





















