Nader Hegazy

eng.nadernour@gmail.com Giza, Egypt
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Senior Software Engineer with 11+ years of experience specializing in C++, Tools Architecture, and Pipeline Automation. Proven track record of accelerating production workflows and eliminating technical bottlenecks for industry leaders like Epic Games (Twinmotion) and Adidas. Expert in architecting high-performance C++ plugins, scalable content pipelines, and intuitive UI/UX for internal tools. Dedicated to empowering technical artists, reducing iteration times from hours to seconds and unblocking global production pipelines.

Experience

Epic Games (via 4D Pipeline)

Senior Software Engineer (Twinmotion)
Jan 2023 – Mar 2026 (3.25 Years)
  • Real-Time Telemetry: Architected a Statistics Monitor (Overview, Textures, Meshes) processing telemetry for heavy scenes, empowering users to identify bottlenecks and replace assets on-the-fly.
  • UI Performance Optimization: Migrated Material Panel WrapBox to TileView (C++, Slate/UMG), reducing load times for heavy architectural scenes (5,000+ materials) from 15 minutes to ~0.5 seconds while preserving complex interactions.
  • Engine Migration & Profiling: Resolved critical engine regressions across 5 major Unreal Engine version upgrades (UE 5.1 to 5.6). Utilized Unreal Insight and RenderDoc to identify regressions, rescuing unplayable scenes by restoring framerates from ~2fps to a workable ~30fps.
  • Apple Silicon Native Support: Engineered the Mac Arm64 packaging pipeline by modifying underlying Twinmotion build scripts, delivering native M1/M2 support and a 20-30% performance increase over Rosetta.
  • Feature Engineering: Engineered high-end Cinematic Camera features (adjustable lag, Focus Hunting) to unblock artist workflows, and built a robust Undo/Redo system for the material system that prevented data loss.
  • Automated Testing: Built comprehensive C++ testing suites for scene serialization and Undo/Redo state management, eliminating manual QA overhead and catching regressions pre-deployment.

Adidas (via 4D Pipeline)

Senior Software Engineer (Main Developer)
Jun 2021 – Dec 2022 (1.5 Years)
  • Adidas CLO Plugin: Consolidated legacy tools into a unified, high-performance asset library (C++, Qt, CLO-SDK), enabling hundreds of global designers to seamlessly drag-and-drop assets within their 3D environment.
  • Pipeline Automation: Engineered a custom Unreal Engine Alembic Importer Plugin, reducing asset import time from ~15 minutes to a single click, dramatically accelerating throughput.
  • Cloud Architecture: Architected and migrated the central 3D asset database to a scalable AWS Serverless backend (Python, Lambda, Step Functions, Event Bridge, S3), successfully supporting tens of thousands of digital garments across global "Digital Creation" hubs.
  • Data Synchronization: Built a specialized Smartsheet API Tool for automated asset data synchronization using JSON-templated CSV generation, saving 99% of manual data entry time.

Instinct Games

Senior Software Engineer (Steel Rising)
Dec 2017 – May 2021 (3.5 Years)
  • Complex Tooling: Architected a CSV Item Generation tool powering the procedural economy, enabling designers to dynamically generate and balance thousands of asset variations (robots, weapons, materials).
  • Pipeline Automation: Engineered a C++ tool to resolve mesh clipping across hundreds of multi-layered outfits by procedurally calculating vertex offsets, eliminating hundreds of hours of manual artist authoring.
  • Networked Physics: Engineered a physics-driven, rideable hoverbike, optimizing UE4 network replication to ensure smooth, synchronized physics across multiplayer clients.
  • Engine Architecture: Performed deep UE4 source code modifications (C++) to resolve critical bugs and led the migration of a highly customized engine build to newer releases, successfully unlocking rendering features for the production team.

ADabisc Future Qatar

Software Engineer
Dec 2016 – Jul 2017 (8 Months)
  • Developed a real-time face tracking prototype using an Intel RealSense camera and dlib to map facial markers to 3D character blend shapes.
  • Engineered a Unity-based drawing application utilizing custom C++ native plugins for performance-critical fill algorithms.

Al-Kottab

Game Developer
Jan 2015 – Dec 2016 (2 Years)
  • Rapidly prototyped and delivered AR/VR experiences, including a VR multiplayer racing game with custom driving AI and collision avoidance.
  • Successfully advocated for and led the studio's transition to Unreal Engine 4 for high-fidelity VR development.

Technical Skills

Languages

C++ Python C# SQL Kotlin JavaScript Java Lua

Engines & Frameworks

Unreal Engine 4/5 (Core, Rendering, Slate/UMG) Unity Qt Jetpack Compose Clo-SDK NET Vulkan OpenGL

Tools & DevOps

Perforce Git SVN CMake Premake Jenkins Jira RenderDoc Unreal Insight Linux Custom Toolchains

Specializations

Performance Optimization Plugin Architecture Cross-Platform 3D Architecture UI/UX for Tools Computer Graphics (PBR, Shaders) VR/AR (Vuforia, Oculus Rift)

Cloud & Backend

AWS (Lambda, Step Functions, Event Bridge, S3) Node.js

Education

B.S. in Computer Engineering

Ain Shams University, Egypt