Nader Hegazy

eng.nadernour@gmail.com Giza, Egypt
Download PDF

Senior Software Engineer with 11+ years of experience specializing in C++, Real-Time 3D Engine Architecture, and Tools Development. Delivered high-performance features for industry leaders like Epic Games (Twinmotion) and Adidas (via 4D Pipeline). Expert in architecting robust 3D applications and content pipelines using Unreal Engine and Unity. Dedicated to solving complex rendering bottlenecks and building scalable, high-performance tools that empower technical artists and creators.

01 Experience

Epic Games (via 4D Pipeline)

Senior Software Engineer (Twinmotion)
Jan 2023 – Mar 2026 (3.25 Years)
  • 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 and fix VRAM and shadow bottlenecks, rescuing unplayable scenes and restoring them to fluid, workable framerates.
  • Apple Silicon Native Support: Spearheaded the Mac Arm64/Universal packaging pipeline by reverse-engineering and modifying underlying Twinmotion build scripts. Successfully delivered native M1/M2 support, unlocking a 20-30% performance increase over Rosetta translation.
  • Real-Time Telemetry Tools: Architected and developed the Statistics Monitor (Overview, Textures, Meshes), a real-time profiling tool that processed telemetry for scenes exceeding 1GB in texture memory. This empowered both internal developers and end-users to identify performance bottlenecks and execute on-the-fly asset replacements.
  • Advanced Feature Development: Engineered high-end Cinematic Camera features, including adjustable lag and realistic Focus Hunting effects, alongside a robust Undo/Redo system and Content Migration Wizard.
  • Automated Testing Infrastructure: Built comprehensive automated testing suites covering scene serialization, transform hierarchies, and complex Undo/Redo state management. This eliminated manual QA overhead for these systems and consistently caught regressions prior to deployment.
  • UI Performance Optimization: Solved a critical UX bottleneck by migrating Material Panel WrapBox to a TileView (C++, Slate/UMG). Drastically reduced load times for heavy architectural scenes (5,000+ materials) from 5-15 minutes down to ~0.5 seconds, while porting years of complex interaction.

Adidas (via 4D Pipeline)

Senior Software Engineer (Main Developer)
Jun 2021 – Dec 2022 (1.5 Years)
  • Core Engineering: Served as Main Developer for the Adidas CLO Plugin ecosystem, consolidating multiple legacy tools into a unified, high-performance asset library (C++, Qt, CMake, CLO-SDK). This enabled hundreds of global designers to seamlessly drag-and-drop assets directly within their 3D design environment, bypassing slow legacy applications.
  • 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.
  • Pipeline Automation: Engineered a custom Unreal Engine Alembic Importer Plugin that automated high-fidelity asset imports. Reduced material and texture assignment overhead from ~15 minutes per file down to a single click with batch import capabilities, dramatically accelerating pipeline throughput.
  • Data Synchronization: Built a specialized Smartsheet API Tool for automated asset data synchronization using JSON-templated CSV generation.

Instinct Games

Senior Software Engineer (Steel Rising)
Dec 2017 – May 2021 (3.5 Years)
  • Game Architecture: Developed core gameplay and networked systems for a 60-level sci-fi multiplayer survival game, driving technical execution within a lean, cross-functional team of 15.
  • Networked Physics: Engineered a physics-driven, rideable hoverbike from scratch. Ported foundational logic from Unity to UE4 and optimized network replication to ensure smooth, synchronized physics between the rider and observing clients.
  • Complex Tooling: Architected a mission-critical CSV Item Generation Tool. Enabled the design team to generate and balance over 100 variations per asset (robots, weapons, materials) using complex reference tables, completely unblocking the game's level design workflow.
  • Engine Modifications: Performed deep, engine-level C++ modifications to UE4 source code to resolve critical bugs and add features, successfully leading the migration of a highly customized engine build to newer releases.

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.

02 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

03 Education

B.S. in Computer Engineering

Ain Shams University, Egypt