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Funnel Runners

First-person Co-op
Unreal Systems Engineer
12 months 

✔ Environmental Destruction​

  • Coordinating and planning with different artists team members to achieve the required visuals

  • Contributing to the system design and behavior process to provide technical guidance and identifying limitations

  • Developed a structured predetermined algorithms for house damage and house props detection system to identify what to break , what to break next , the break behavior, cleaning up and handling pre destructing anomilies

  • Developed Environment assets destruction system focusing on how the tornado detects , filter and process various assets and apply the proper damage sequence for each asset type

  • Handling all the replication challenges of replicating all that chaotic actions to clients without bandwidth overwhelming or excessive RPC calls

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✔ UI Implementation 

  • Utilizing CommonUI for widgets inputs handling , widgets layering system and improve scalability
  • Implemented ~90% of the game UI screens including main menu , lobby , pause , end game , HUD and various gameplay systems widgets
  • Provided One to One implementation for the provided Figma designs
  • Ensured widgets scalability across different screens
     

✔ Developed various other gameplay systems

  • Level lights manager
  • Trap Trigger manager
  • Feedback screen effects Component
  • Surveillance montiors system 
  • Vote kick
  • Vending Machine
  • Game economy system
  • Doppler Radar and world grid system

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✔ Multiplayer & Networking

  • Overseeing the Project Multiplayer State and helping other developers with multiplayer issues
  • Providing solutions to improve the game network performance and reduce latency 

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✔ Performance profiling

  • Tracking the project performance using unreal insights and GPU profiler 
  • Reporting performance bottlenecks to responsible team members and help provide a solution for said issues
  • Identifing if we are CPU or GPU bound to determine the proper method of profiling
  • Tracking performance issues to the root cause

YouVerse

Exhibition Simulator
Unreal Frontend Engineer
10 months

✔ Cross-Platform UI

  • Developed responsive UI adaptable to mobile phones, tablets, and PC. Built interfaces from text descriptions without Figma mockups.

✔ Backend Integration

  • Connected frontend systems to backend APIs and cloud services. Managed data flow between UI and database operations.

  • Coordinating with Backend engineers to adjust the APIs and improve the data flow operation.

✔ UX Design Contribution

  • Created rough UI sketches using Canva and design tools. Contributed to UX improvements throughout the development process.

✔ Unreal Implementation

  • Built complete frontend experience in Unreal Engine for Android/iOS/PC. Ensured consistent user experience across all target platforms.

Single-player Comedy

Gameplay Programmer

4 months

✔ Shop System

  • Designed and implemented the shop from scratch, handling UI, data management, and logic.
  • Ensured flexibility for different screen ratios and smooth user interaction.

✔ AI NPCs

  • Refactored and stabilized existing AI architecture, improving behavior reliability and maintainability.

  • Implemented Behavior Trees, Blackboards, and EQS for dynamic decision-making and environmental awareness.

  • Integrated 4 new NPCs with AI abilities with Unreal’s Gameplay Ability System (GAS) for scalable combat behaviors.

  • Designed and managed enemy spawn systems to control pacing and performance in a single-player environment.

✔ Gameplay Abilities

  • Utilized GAS to implement scalable ability mechanics.
  • Structured abilities for easy expansion and balancing through data assets.

✔ UI & UX

  • Worked with designers to bring the shop mock-up into Unreal Engine.
  • Implemented a responsive UI using Common UI, ensuring a smooth user experience.

Junk!

Battle Arena
Solo Programmer
9 months

✔ Core Gameplay Development​

  • Designed and implemented all gameplay mechanics from scratch.

  • Developed a round-based game mode with synchronized timers and lag compensation.

✔ Multiplayer & Networking

  • Built a 1v1 multiplayer system with seamless lobby integration.
  • Ensured smooth replication for gameplay, UI, and customization.

✔ AI NPC

  • Implemented an AI opponent using Behavior Trees, Blackboards, and custom BT Tasks/Services, enabling state-driven combat logic and tactical decision-making.

  • Used EQS queries for spatial reasoning (positioning, line-of-sight control, optimal attack ranges) to simulate competitive arena behavior.

  • Designed scalable difficulty tiers by parametrizing reaction time, decision frequency, cooldown management, and accuracy curves rather than duplicating logic.

  • Integrated the AI with the existing combat framework (abilities, cooldowns, and damage systems) to ensure systemic parity with player-controlled characters.

✔ Ability System

  • Created a flexible, data-driven ability system inspired by GAS.
  • Enabled easy expansion and balancing through data assets.

✔ Customization & Shop System

  • Developed a player customization menu with selectable robots and colors.
  • Integrated a shop system for in-game purchases.

✔ UI & Input Handling

  • Implemented full gamepad support across gameplay and menus.
  • Designed a responsive UI using Unreal’s Common UI plugin.

My Contact Info

mina.ashraf.sadk@gmail.com
Discord: remous10453

+201206876528

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