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

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

Game Designer & Technical Designer Jun 2025 – Present
Infinity Games Studio Independent Initiative | Egypt · Remote / On-site
Original Game Concepts, Gameplay Systems & Technology R&D
  • 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.
Core Focus: gameplay mechanics · systems design · level blockouts · rapid prototyping · player feedback · Scrum
Technical Artist | Gameplay & VFX Integration Oct 2025 – Sep 2026
FitNot Games Full-time | Remote
Projects: Fananees Run, Grandma House, Unannounced Titles · Unity (Mobile & PC)
  • 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%.
Transferable: gameplay readability · game feel · performance profiling · cross-functional production
Real-Time VFX Artist Apr 2024 – Sep 2024
Landell Games Internship | Sweden · Remote
Project: Apoceus · Stylized 3D Action Gameplay Title (Unity)
  • 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.
Transferable: gameplay telegraphs · root-cause analysis · GPU optimization
Technical / VFX Artist Jun 2023 – Sep 2023
UMAMI E-Learning Solutions Full-time | Egypt · On-site
Project: Kortifo · Mobile Game & Educational Titles (Unity)
  • 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.
Transferable: interactive feedback · performance budgeting · rapid iteration
AHMED OSAMA MOHAMMED. Game Designer • Technical Game Designer • Technical Artist · ussamaahmed988@gmail.com · +20 109 676 6863

Game Design & Technical Projects

Escape the Lava — Isometric Puzzle-Adventure Case Study Game & Level Design
Isometric 3D · Dice Movement · Perspective Swap · Risk/Reward · Water vs Fire

Designed an isometric puzzle-adventure where Queen Tallulah uses dice-constrained movement to navigate volcanic hazards. Designed the signature Swap Face mechanic which shifts level perspective and reverses directional path flows. Structured the Power → Friend → Enemy → Aqua Trident progression loop to create deliberate route planning against dynamic lava hazards.

Tea Tower: Café Al Balad — Stylized 3D Arcade-Management Game & Systems Design
3D Arcade Balancing · Train Inertia · Risk/Reward · Mazag Combo · Meta Economy

Designed a culturally grounded arcade-management game centered around the Impossible Tea Tray. Engineered the high-stakes risk/reward loop: stack glasses higher for exponential Mazag Combos versus destabilizing train inertia. Designed dynamic customer archetypes (patience, orders), juice/VFX feedback (liquid sloshing, steam), and meta-progression (Train → Station → Café Al Balad → Tea Empire).

RE:FRAME — Systemic Technical Adventure Prototype Technical Game Design
Unity · HLSL · Systems Design · Interaction Design · Real-Time Prototype

Systemic adventure where players manipulate underlying environment rules rather than solving static lock-and-key puzzles. Built the bridge between Technical Art and gameplay mechanics: surface shaders and material properties (conductivity, phase, brittleness) act directly as the interactable gameplay state.

TechArt Toolkit — Cross-DCC Asset Validation Suite Pipeline / QA Automation
Python · C# · Multi-DCC · Asset Validation · CI Gating

Engineered an automated asset linting and validation suite across 8 platforms (Unreal Engine, Unity, Maya, Blender, Houdini, Substance, Godot, Photoshop) verifying texture power-of-two constraints, polygon limits, and naming conventions prior to engine import — gating engine import like a CI test suite.

LAEEB Engine — Real-Time Rendering & Graphics R&D Modern C++ / Graphics R&D
Modern C++20 · OpenGL / Vulkan · Shader Architecture · Graphics R&D

Architected a modular 3D engine prototype in modern C++ to investigate custom rendering pipelines, shader management, resource lifetimes, and real-time graphics fundamentals.

Software, Systems & IT Experience

Junior Software Engineer Mar 2022 – Aug 2022
MIPS Cairo, Egypt · Scrum Team
Software engineering, testing, verification & data reporting
  • Analyzed customer requirements and translated them into technical tasks across the SDLC, collaborating in a Scrum workflow with Git version control.
  • Performed API testing and performance testing to verify system behavior and uphold software quality prior to release.
  • Investigated system bugs, conducted root-cause analysis, and systematically documented issues to guide engineering fixes.
  • Utilized SQL and Power BI for querying databases, data validation, and management reporting.
Transferable Evidence: software testing · API testing · performance testing · bug investigation · root-cause analysis
Computer Data Entry & IT Help Desk Mar 2021 – Mar 2022
Military IT / Networking Branch Cairo, Egypt
  • Provided IT support, diagnosing hardware, operating systems, and network connectivity issues.
  • Maintained structured operational records and strict data integrity within a disciplined environment.
Transferable: troubleshooting · networking fundamentals · operational discipline