ABOUT / AHMED OSAMA

Curious by nature.
Technical by practice.

I’m a Technical Artist and Tools Developer with a Computer Science background and hands-on experience solving friction across art, code, and gameplay systems.

My work connects real-time VFX, shaders, asset validation, pipeline tooling, and graphics R&D. I enjoy building tools that save artists hours of manual checking, and understanding the rendering systems behind what we see on screen.

I founded Infinity Games Studio as a creative and technical R&D space for original systems-driven games, and created TechArt OS / TechArt Toolkit to establish production-ready workflows across multiple DCCs and game engines.

Currently deepening my knowledge of modern C++, Vulkan, low-level GPU pipelines, and autonomous character motion models.

THE ECOSYSTEM

One person.
A connected family of work.

My portfolio is the personal view of my work. Infinity is the independent initiative behind original game concepts and TechArt OS.

INDEPENDENT INITIATIVE
Infinity Games Studio
Founded & directed by Ahmed Osama
Original Games

Arena: Saha · RE:FRAME · TIFO Rivals · SHINE

Systemic gameplay concepts exploring knowledge, cosmology, and rules.
TechArt OS & TechArt Toolkit

Multi-DCC asset-validation suite, sprite packing, and artist workflows.

LAEEB Engine

Graphics & rendering R&D exploring modern Vulkan and C++ architecture.

Technical Art Academy

Knowledge sharing, bilingual tutorials, and accessible technical art education.

Enter Infinity Games Studio ↗
CURRENTLY LEARNING

Building deeper foundations.

Ongoing study and personal exploration, separate from my professional client experience.

Graphics R&D

Graphics programming & modern C++

Studying Vulkan synchronization, SPIR-V bytecode pipelines, and engine architecture through LAEEB Engine.

Explore LAEEB ↗
Tools & Pipeline

Multi-DCC Python & Automation

Advancing automated asset-validation rules across Unreal, Maya, Houdini, and Substance Painter with TechArt Toolkit.

Explore TechArt Toolkit ↗
Game Systems

From systems to play feel

Prototyping responsive hitstop, combat weight, and rule manipulation in Arena: Saha and RE:FRAME.

Read learning journey ↗
CHANNELS & REPOSITORIES

Find my work elsewhere.