AHMED OSAMA MOHAMMED.
Game Designer • Technical Game Designer • Technical Artist
Gameplay Systems • Mechanics & Level Design • Rapid Prototyping (Unity & UE5) • Real-Time VFX • Shaders
Adjacent Strengths: Tools & Pipelines • Asset Validation • QA & Software Testing • Automation
- LocationCairo, Egypt · Remote & On-site
- Emailussamaahmed988@gmail.com
- Phone+20 109 676 6863
- Webahmedosama9886.com
- LinkedInlinkedin.com/in/ahmedosama9886
- GitHubgithub.com/ahmedossam
- Showreelvimeo.com/1213878940
- ArtStationartstation.com/ahmedosama9886
Summary
Game Designer & Technical Game Designer with a foundation in Technical Art and 3+ years of hands-on game development experience across Unity & Unreal Engine 5. Specializes in designing core gameplay loops, mechanics, risk/reward decision spaces, and perspective-driven level puzzles (Escape the Lava, Tea Tower: Café Al Balad, RE:FRAME). Bridges design intent with technical in-engine execution: C# gameplay scripting, custom HLSL shaders, game-feel VFX, runtime performance profiling, and automated asset QA validation.
Professional Experience
- Authored design documentation, designed core loops, and prototyped gameplay mechanics for original game concepts: Escape the Lava (isometric puzzle/dice movement & face swapping), Tea Tower (arcade tray physics & Mazag combo), and RE:FRAME (systemic interaction).
- Developed rapid gameplay prototypes in Unity (C#), tuning player movement, level obstacle pacing, encounter balancing, and audiovisual game feel across iterative Scrum milestones.
- Architected TechArt Toolkit, an asset-validation suite spanning 8 DCCs/engines to gate polygon count, texture constraints, and naming conventions prior to engine commit.
- Engineered TechArt OS and LAEEB Engine (modern C++ graphics R&D), bridging design vision with production-grade pipeline tooling.
- Integrated gameplay VFX, shaders, and visual feedback across 4 Unity titles, translating game mechanics into clear visual player cues for hazards, rewards, and player state changes.
- Redesigned gameplay VFX and environmental art assets to sharpen visual readability, combat feedback, and art style cohesion under strict mobile frame-rate budgets.
- Engineered a custom sprite-sheet workflow tool optimizing 2D animation layouts and memory footprint (reduced one key sheet from 1.4 MB to 170.1 KB / ~88%).
- Investigated AI-assisted Spine animation workflows and built focused prototypes reducing repetitive animation setup by an estimated 50%.
- Authored stylized real-time VFX for combat abilities, enemy telegraphs, and environmental hazards matching project art direction and improving player combat feedback.
- Investigated and resolved a critical lava shader bottleneck by authoring a custom HLSL texture sampling function, boosting GPU performance by an estimated 10%–20% with 0 added draw calls.
- Developed and integrated interactive gameplay effects and Unity shaders for educational and mobile games, ensuring high visual clarity within tight mobile runtime constraints.
- Engineered efficient real-time visual representations and lightweight animated transitions, minimizing overdraw and install package footprints.