HLSL Shaders & Real-Time VFX
Custom surface shaders, dissolution, stylized combat FX, and Niagara particle systems tuned for 60+ FPS budgets.
Unity URP · Unreal Engine 5 · HLSLCairo, Egypt · Open to Remote (Worldwide)
I am Ahmed Osama, a Technical Artist & Technical Game Designer with a Computer Science degree from AASTMT. I build custom HLSL shaders, real-time VFX, artist-friendly pipeline tools, and gameplay systems across Unreal Engine 5 and Unity.
Bridging the gap between artist vision, gameplay design, and engine performance constraints without compromise.
Custom surface shaders, dissolution, stylized combat FX, and Niagara particle systems tuned for 60+ FPS budgets.
Unity URP · Unreal Engine 5 · HLSLPython and PySide scripts for Maya, Blender, and standalone asset validation tools that prevent broken builds early.
Python 3 · PySide · DCC Tools · C#GPU draw-call reduction, overdraw inspection, vertex caching, texture packing, and render pipeline debugging.
RenderDoc · Unreal Insights · Frame DebuggerResponsive player feel, combat hitstop, feedback loops, and rapid gameplay prototyping in Unity and Unreal.
Gameplay Systems · Blueprints · C#Hands-on pipeline tools, custom HLSL shader breakdowns, and playable system prototypes built for real-time game development.
Catch and resolve bad assets before they ever reach the game build.
A multi-DCC asset-validation suite built to protect game builds. Automatically validates naming conventions, folder hierarchies, missing textures, non-manifold geometry, inverted UVs, and vertex counts, providing artists with immediate actionable feedback instead of dense log errors.
Stylized combat VFX, procedural surface dissolution, and mobile-optimized lighting.
Engineered real-time particle and shader systems for gameplay, characters, and environments. Diagnosed critical pixelation and overdraw issues in an interactive lava shader, implementing a custom HLSL bicubic sampling function that resolved visual artifacts while adhering to strict mobile frame budgets.
What if technical engine systems became the player's core gameplay abilities?
A systemic action-adventure prototype exploring mechanics around Inspect, Debug, Rewire, Simulate, and Rebuild. Built around tactile game feel, readable combat consequences, and custom visual feedback shaders that communicate system states directly to the player.
Explore all 14 projects including Unreal Engine Niagara effects, custom HLSL shaders, Multi-DCC Python automation tools, and graphics engine R&D with instant search and category filters.
I build tools that solve daily artist friction, write custom shaders that run within tight frame budgets, and teach the concepts so the entire development team benefits.
Through the Technical Art Academy, I also author bilingual lessons in Arabic and English, breaking down complex shader math, vector fields, and render pipeline concepts for the next generation of game developers.
Identify where artists, designers, or engine performance face production bottlenecks.
Build working HLSL shaders or Python automation scripts to validate feasibility early.
Measure draw calls, overdraw, and vertex counts with RenderDoc and engine profilers.
Package tools into clean PySide or custom Inspector UIs with clear actionable feedback.
Publish clear documentation and tutorials so solutions become studio standards.
“Technology in games isn’t decoration. It exists to make the player feel the world and help the team build without friction.”
A unified technical language connecting independent games, pipeline tools, and technical art education.
STUDIO EXPERIENCE
EDUCATION & SPECIALIZATION
For comprehensive role-specific experience, ATS keywords, and verified links, explore the full curriculum vitae.
Working documents, technical briefs, and curriculum vitae packaged for studios and hiring teams.
Includes ATS-ready PDF resume, technical case study notes, portfolio breakdown slides, and pipeline diagrams.
I’m open to Technical Artist and Technical Game Designer opportunities, studio contracts, and technical R&D conversations where design intent meets engine performance.