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 – Present
- 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: Fixed many regressions across 5 major Unreal Engine version upgrades (UE 5.1 to 5.6). Profiled framerate drops with Unreal Insights and RenderDoc, pinpointing the upstream engine change behind a shadow-rendering slowdown.
- Apple Silicon Native Support: Delivered native M1/M2 support by extending Twinmotion's build scripts into a Mac Arm64 packaging pipeline, gaining 20-30% performance over Rosetta.
- Feature Engineering: Added cinematic camera features (adjustable lag, auto-focus with Focus Hunting) and transactional Undo/Redo for creating, duplicating, moving, and deleting materials and material folders.
- Automated Testing: Built comprehensive C++ testing suites for scene serialization and Undo/Redo state management, 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: Created a UE4 Alembic importer plugin that assigns materials and textures automatically, cutting garment import from ~15 minutes of manual setup to a single click.
- Cloud Architecture: Architected and migrated the central 3D asset database to a scalable AWS Serverless backend (Python, Lambda, Step Functions, Event Bridge, S3, RDS), successfully supporting tens of thousands of digital garments across global "Digital Creation" hubs.
- Data Synchronization: Automated asset data synchronization with a Smartsheet API tool that turns production metadata into validated CSV through JSON templates, saving hundreds of hours of manual data entry.
Instinct Games
Senior Software Engineer
Dec 2017 – May 2021 (3.5 Years)
- Complex Tooling: Designed and built 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: Ported a physics-based hoverbike from Unity to UE4, added multiplayer support, and adapted its handling to the game's design, optimizing network replication to keep physics smooth and synchronized across 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.
- Built a Unity drawing app for touch screens, moving its flood-fill and rasterization algorithms into a native C++ plugin because managed C# was too slow.
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.
Selected Projects
- Null Engine (2026 – Present): GPU-driven rendering engine and glTF viewer in C++20 and Vulkan 1.4 for Windows and Linux, with a custom RHI, Slang shaders, bindless textures, Buffer Device Address vertex pulling, Multi-Draw Indirect, and 58 unit tests. GitHub
- Riyad Al-Salheen (2025 – Present): Android reader for the classical Islamic book Riyad as-Salihin, built with Kotlin and Jetpack Compose (MVVM), with a Python pipeline that normalizes Arabic text for fast offline search across 366 chapters. Google Play
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 Insights
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, RDS)
Node.js
Education
B.S. in Computer Engineering
Ain Shams University
Egypt