Cairo, Egypt · Open to Remote (Worldwide)

Building real-time graphics, custom shaders & artist pipelines.

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.

Core Focus Custom Shaders · Real-Time VFX · Multi-DCC Tooling · Graphics Optimization
Ahmed Osama Technical Artist Showreel
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2025 Production Reel
Production Stack Available for Hire
Unreal Engine 5 Niagara VFX Unity URP HLSL / Shaders Python 3 / PySide Maya / Blender C++ / Graphics R&D
Education BSc Computer Science
Specialization ITI Technical Artist

Where technical precision
meets player feel.

Bridging the gap between artist vision, gameplay design, and engine performance constraints without compromise.

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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 · HLSL
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Tools & Pipeline Automation

Python and PySide scripts for Maya, Blender, and standalone asset validation tools that prevent broken builds early.

Python 3 · PySide · DCC Tools · C#
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Engine Profiling & Optimization

GPU draw-call reduction, overdraw inspection, vertex caching, texture packing, and render pipeline debugging.

RenderDoc · Unreal Insights · Frame Debugger
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Technical Game Design

Responsive player feel, combat hitstop, feedback loops, and rapid gameplay prototyping in Unity and Unreal.

Gameplay Systems · Blueprints · C#

Production Work &
Technical Case Studies.

Hands-on pipeline tools, custom HLSL shader breakdowns, and playable system prototypes built for real-time game development.

02
COMMERCIAL PRODUCTION UNITY URP · HLSL · SHADER GRAPH · COMPUTATION

Real-Time VFX & Custom Shaders

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.

Custom HLSL Unity URP Niagara FX GPU Profiling
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ORIGINAL IP CONCEPT UNITY · SYSTEMIC GAME DESIGN · COMBAT FEEL

RE:FRAME

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.

Gameplay Systems Tactile Hitstop Unity C# Custom Shaders
14 SHIPPED PROJECTS & R&D STUDIES

Looking for the complete project catalog?

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.

From Asset Friction
to In-Game Performance.

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.

Read Founder’s Narrative → Technical Art Academy ↗
01 Analyze Friction

Identify where artists, designers, or engine performance face production bottlenecks.

02 Rapid Prototyping

Build working HLSL shaders or Python automation scripts to validate feasibility early.

03 Profile & Benchmark

Measure draw calls, overdraw, and vertex counts with RenderDoc and engine profilers.

04 Deploy Artist UI

Package tools into clean PySide or custom Inspector UIs with clear actionable feedback.

05 Document & Share

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.”

Connected R&D Platforms
and Original Game Development.

A unified technical language connecting independent games, pipeline tools, and technical art education.

Proven in production.
Grounding in Computer Science.

STUDIO EXPERIENCE

JUN 2025 — PRESENT Infinity Games Studio Technical Game Designer & Technical Artist — Systemic gameplay, tools & R&D
OCT 2025 — SEP 2026 FitNot Games Technical Artist & Real-Time VFX — Unity, HLSL shaders & visual systems
APR 2024 — SEP 2024 Landell Games Realtime VFX Artist — Combat feedback, particles, and optimization
JUN 2023 — SEP 2023 UMAMI E-Learning Solutions Technical / VFX Artist — Real-time interactive graphics

EDUCATION & SPECIALIZATION

COMPUTER SCIENCE (GRADUATED 2020) AASTMT BSc Computer Science — Algorithms, software engineering & rendering fundamentals
INTENSIVE SPECIALIZATION (2025) Information Technology Institute (ITI) Technical Artist Training Program — Shaders, pipelines, Maya/Python & Unreal
REAL-TIME VFX IMMERSION (2023) VFX Apprentice Real-Time VFX Program — Stylized & gameplay-driven particle systems

For comprehensive role-specific experience, ATS keywords, and verified links, explore the full curriculum vitae.

Technical Briefs
& Dossier Pack.

Working documents, technical briefs, and curriculum vitae packaged for studios and hiring teams.

RECRUITING & TECHNICAL DOSSIER

Ahmed Osama — Career & Technical Document Pack

Includes ATS-ready PDF resume, technical case study notes, portfolio breakdown slides, and pipeline diagrams.

Let’s build something
worth playing.

I’m open to Technical Artist and Technical Game Designer opportunities, studio contracts, and technical R&D conversations where design intent meets engine performance.