Ahmed Yosri

13 years of professional experience in the games industry
AAA, AA, Mobile and indie studios
Unreal Engine 5, C++, C#, Unity, OpenGL, DirectX and others ...

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Bucharest, Romania

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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:

  1. For Frostbite:

    1. 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.

    2. Developed Runtime and Pipeline in C++, optimized solutions while adhering to game team performance requirements, balancing between memory/cpu/readability

    3. Developed Editor tools in C# and XAML (MVVM)

    4. Designed tool APIs that adhered to game team security requirements

    5. Comfortably handled medium changes (approx. 200) files

    6. Cleaned up and polished our Testing module

      1. Put in foundation to enable the rest of the QV and Engineering team to contribute to our test modules

    7. Optimized the workflows by writing custom editors (Data and Type editors)

    8. Reduced our engineering time by direct integration with Frostbite types system, hence removing the need to wrap types requested by game teams

    9. Developed a feature (for Frostbite's Framework team) that served every Frostbite user on a daily basis (Game Teams and Frostbite engineers)

  2. For stakeholders

    1. Supported customer teams through different communication channels to propose new features, answer their questions and collect feedback

    2. Writing extensive documentation in form of:

      1. Architectural documents

      2. Documentation pages (Technical and User guides for engineers and Content creators)

      3. Code comments, header system description and usage examples

      4. Recording live demonstrations for system-wide features

      5. Conducting live code reviews (a walk-through) to help the team understand bigger changes.

    3. 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

  1. 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)

  2. 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

  3. 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