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Registration: 20.08.2026

Aly Embaby

Specialization: Game Developer
— Game Developer specializing in C++ and C# programming with focus on gameplay mechanics, combat systems, and AI. — Experienced with Unreal Engine 5 (GAS, Blueprints, Animation) and Unity (UI Toolkit, ScriptableObjects, New Input System). — Shipped commercial games on Steam as solo and team developer, including a 2D action roguelite and a capstone title. — Implemented performance optimizations achieving 20-30 FPS improvements through distance-based LOD culling and object pooling. — Proficient with Git, Jira, Agile/Scrum, OOP, and collaborative workflows in multidisciplinary teams.
— Game Developer specializing in C++ and C# programming with focus on gameplay mechanics, combat systems, and AI. — Experienced with Unreal Engine 5 (GAS, Blueprints, Animation) and Unity (UI Toolkit, ScriptableObjects, New Input System). — Shipped commercial games on Steam as solo and team developer, including a 2D action roguelite and a capstone title. — Implemented performance optimizations achieving 20-30 FPS improvements through distance-based LOD culling and object pooling. — Proficient with Git, Jira, Agile/Scrum, OOP, and collaborative workflows in multidisciplinary teams.

Skills

C++
C#
Unreal Engine 5
Unity
Blueprints
GAS (Game Ability System)
Behavior Trees
JavaScript
Git
Jira
Agile/Scrum
OOP
UI Toolkit
ScriptableObjects
Object Pooling
NavMesh
Enhanced Input
State Machines
Animation Montages
Blend Spaces
GitHub
Visual Studio
Photoshop
Illustrator
UML
Technical Documentation
Steamworks SDK
Enemy AI

Work experience

Game Developer
since 05.2025 - Till the present day |Liquid Metal Games
C++, Unreal Engine 5, Blueprints, GAS, Git, Jira
● Developed gameplay systems in Unreal Engine using Blueprints, C++, and GAS including dynamic skill trees, attribute sets (health, shield, stamina), and hit reaction logic. ● Implemented player combat mechanics including dashing, dodging, projectile abilities, weapon equip/unequip states, and socket-based mesh attachments. ● Built traversal and movement systems including ledge mantling, procedural camera shake, and level transition state handling. ● Optimized rendering performance by 20-30 FPS across complex environments by implementing distance-based LOD culling for dense foliage. ● Programmed enemy AI systems with behavior trees, custom blackboard keys, patrol routes, perception checks, combat interactions, and death state logic.
Gameplay & UI Programmer
09.2025 - 04.2026 |NDA
C#, Unity, UI Toolkit (UXML/USS), Git, Jira
● Designed and implemented a complete UI framework using Unity UI Toolkit (UXML/USS), including responsive menus, adaptive resolution scaling, and runtime graphics configuration. ● Developed runtime gameplay systems including configurable settings, achievement tracking, and tutorial logic with persistent state management. ● Built reusable minigame gameplay architecture with a polymorphic base tool class powering 5+ distinct art inspection minigames. ● Collaborated in an 11-person multidisciplinary team using Git and Jira, producing structured technical documentation including UML and sequence diagrams.
Solo Game Developer
2026 - 2026 |NDA
C#, Unity, Steamworks SDK
● Solo-developed and shipped a commercial 2D action roguelite in Unity/C# with live-reactive difficulty director evaluating player health and enemy density in real time. ● Architected ScriptableObject data systems powering 12+ weapons with level-gated evolutions and 40+ rarity-weighted upgrades with synergy set-bonuses. ● Engineered custom object-pooling for high-density runtime spawns, maintaining stable 60+ FPS under heavy bullet-hell projectile loads. ● Integrated Steamworks SDK (cloud saves, 30 achievements), Discord Rich Presence, and a 6-language localization pipeline.
Game Developer
01.2025 - 04.2025 |NDA
C#, Unity
● Developed a top-down stealth game featuring enemy field-of-view detection and fog-of-war systems. ● Implemented AI patrol routes, distraction mechanics, and alert state transitions for strategic gameplay. ● Built three playable levels with increasing difficulty, a main menu, and win/lose conditions.
Game Developer
09.2024 - 04.2025 |NDA
C#, Unity, Unreal Engine 5
● Designed and built a full level with layered collisions, interactive hazards, and skill-based challenges. ● Implemented 10+ enemy and hazard types including scaled enemy variants, patrol behaviours, and environmental obstacles. ● Developed 5+ interactive systems including toggleable coins, breakable blocks, item boxes, and power-up progression.
Game Developer
09.2024 - 04.2025 |NDA
Unreal Engine 5
● Designed 12 interconnected rooms with platforming, combat, puzzle, and parkour challenges. ● Iterated on design through playtesting and produced documentation including mini-map, pacing chart, and analysis. ● Implemented mechanics including teleporters, dynamic platforms, and skill gates for balanced pacing.

Educational background

Advanced Diploma (Bachelor’s Degree)
2023 - 2026
Algonquin College, Game Development

Languages

EnglishNativeArabicNative