Muhammad – Unreal Engine 5, C++, C#
Muhammad is a Senior Game Developer with 6 years of experience in C++ and Unreal Engine, plus exposure to Unity and Python. He has mentored and led engineers while delivering complex gameplay systems, AI, and architectural solutions for prototypes and production projects. Comfortable across VR, AR, shooters, and simulations, he has shipped robust multiplayer and core gameplay systems for both AAA and indie games.
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Let’s get started today!Experience Highlights
Senior Unreal Engine Developer
This project integrated Unreal Engine’s Collab Viewer-style collaboration toolset into an existing production Unreal project and made it reliable for dedicated-server multiplayer. The goal was to bring multi-user collaboration features (annotations, measurements, bookmarks, and runtime asset loading) into a real project architecture.







- Integrated the Collab Viewer toolset into a production UE5.5 project with dedicated-server multiplayer support.
- Refactored Pawn, PlayerController, GameMode, and PlayerState architecture for replication-safe collaboration tools.
- Ensured all tools use robust RPC and replication flows via an authoritative dedicated server.
- Delivered an annotation suite (text, strokes, erase) with reworked tick/trace logic for the production setup.
- Built a measuring tool with add/edit/delete, metric/imperial units, replication, and full UI integration.
- Implemented bookmarks with UI lists, teleport (position + rotation), and resolved replication edge cases.
- Made the Datasmith runtime “select and load” network-safe so asset loading stays consistent across all clients.
- Wired all collaboration tools into the production UI and fixed remaining replication bugs in real server–client testing.
- Migrated Collab Blueprints into the main project, aligned project settings, and fixed collision/compile/reference issues.
- Integrated tool commands into the existing UI for multiple pawns and ensured correct routing when switching pawns.
Project Lead
It's an MMA/combat game prototype built in Unreal Engine 5, developed as a third-person action title inspired by classic fighting and wrestling games such as Tekken and WWE.







- Led delivery of core combat systems: movement, attacks, combos, camera, AI, and visual feedback.
- Built a rule-based combo framework with cancels and tight Montage/Notify timing.
- Shipped a dynamic combat camera focused on readability under pressure and cinematic framing.
- Developed AI opponents with combat-aware logic for pressure, spacing, defense, and reactions.
- Implemented material-based bruising and sweat tied to stamina and damage for stronger feedback.
Senior Unreal Engine Developer
It's a production-focused pipeline built to automate large-scale terrain ingestion into Unreal Engine 5. The goal was to eliminate slow, manual editor workflows when importing and assembling dozens of landscape tiles from external datasets.



- Built an end-to-end terrain automation pipeline (Python + Unreal C++ plugin) to remove manual landscape setup.
- Cut batch terrain import time from about 60 minutes to 5 minutes for roughly 45 tiles.
- Engineered deterministic, repeatable terrain generation with automated foliage placement.
- Designed the system for production workflows with frequent regeneration and large terrain datasets.
Unity Developer
It's a fast-paced top-down shooter developed in Unity, designed as a PC action title, and released publicly on Steam. The project focused on responsive combat, scalable enemy AI systems, and extending engagement through cloud-connected companion features.




- Owned end-to-end gameplay architecture for a Steam-released top-down shooter, delivering modular combat, AI, and progression systems.
- Designed scalable enemy AI with distinct behavior classes for dynamic, replayable encounters.
- Built flexible weapon and power-up systems supporting multiple upgrade paths without refactoring.
- Developed and integrated an AWS-connected companion app to boost player engagement beyond PC.
- Optimized performance across diverse PC hardware for stable frame rates at launch.