Ahmed Yosri, Game Development Developer in Bucharest, Romania
Ahmed Yosri

Game Development Developer in Bucharest, Romania

Member since March 11, 2019
Ahmed has been a generalist game developer since 2012. He has worked on gameplay, shaders, artificial intelligence, full-stack, and performance at companies such as Gameloft, Forgotten Mines, and an Egyptian startup. He enjoys development as much as learning new technologies and algorithms.
Ahmed is now available for hire

Portfolio

  • Gameloft
    Unity, C++14, Unity3D AI, Algorithms, Artificial Intelligence (AI)...
  • Forgotten Mines
    Unity, Algorithms, Unity3D GUI Development, 3D Games, Game Development...
  • Penta Value
    Unity, Unity3D Pathfinding, Algorithms, Artificial Intelligence (AI)...

Experience

Location

Bucharest, Romania

Availability

Part-time

Preferred Environment

Unity3D, C#, C++, Windows

The most amazing...

...gameplay features I've created was a ML-based combat system implemented in Bain's Redemption, a 3D slashing/shooting game.

Employment

  • Senior Game Programmer

    2017 - PRESENT
    Gameloft
    • Worked on gameplay, AI, and shaders for Modern Combat: Rogue League.
    • Re-engineered 75+ classes to implement objects pool to eliminate micro-freezes.
    • Reduced memory leaks from 100+ MB per level to 0 MB.
    • Developed a goal-oriented planning AI system to replace state-machine based logic.
    • Collaborated closely with producers, animations, and sounds to implement different gameplay features.
    • Collaborated with QA and data tracking teams to implement data tracking in the game.
    • Developed various shaders like LUT, aiming, and character highlighting.
    Technologies: Unity, C++14, Unity3D AI, Algorithms, Artificial Intelligence (AI), Game Tools Development, Unity3D GUI Development, 3D Games, Game Development, Subversion (SVN), OpenGL ES, XML, Lua, Unity3D, C#, C++
  • Unity Developer (Remote)

    2016 - 2017
    Forgotten Mines
    • Integrated Gameroom and Steam authentication in the game.
    • Kept the game up to date with the latest SDKs from SendGrid, Facebook, and Steam.
    • Designed and implemented invitations and rewards system (full-stack development using Azure).
    • Implemented the following shaders: Planetarium ocean, clouds, and lava.
    • Worked on various client-side features.
    • Completed code reviews and peer-to-peer reviews.
    Technologies: Unity, Algorithms, Unity3D GUI Development, 3D Games, Game Development, Subversion (SVN), Universal Windows Platform (UWP), Steam, Facebook, SendGrid, Azure, Photon, Unity3D, C#
  • Unity Lead Programmer

    2014 - 2017
    Penta Value
    • Designed and fully implemented nine Unity3D projects (3/2D apps/games) and helped to ship another two.
    • Developed a Kinect v2 Avateering wrapper used in five projects and a Kinect Framework used in four projects.
    • Explained to potential investors how to monetize existing projects.
    • Handled communications with freelance 3D artists to cope with project requirements.
    • Managed the hiring process and ramping up for two junior developers and introduced them to existing projects.
    • Conducted code reviews for fellow developers.
    • Worked with iOS, Android, and back-end developers to deliver RoboApp, a cross-platform native application building system.
    Technologies: Unity, Unity3D Pathfinding, Algorithms, Artificial Intelligence (AI), Game Tools Development, Unity3D GUI Development, 3D Games, Game Development, Git, Subversion (SVN), Augmented Reality (AR), Virtual Reality (VR), Microsoft Kinect, Unity3D, C#
  • UE4 Developer (Remote)

    2014 - 2015
    2ndborn
    • Created a 3D multi-layered platforming demo.
    • Handled the technical side including repo setup, introducing team members to version control, and how to organize assets and animations.
    Technologies: 2D Games, 3D Games, Game Development, Git, C++, Unreal Engine 4
  • C++ Game Programmer (Remote)

    2013 - 2014
    Modern Entertainment HQ
    • Developed reinforcement learning-based AI that could adapt to any player style in less than five battles.
    • Developed multi-tier behavior trees that integrated with ML-based AI.
    • Enhanced engine memory consumption during load by ~75%.
    • Developed multi-scene editing feature to our engine.
    • Developed mini-map shader.
    Technologies: C++14, Machine Learning, Algorithms, Artificial Intelligence (AI), 3D Games, Game Development, Git, DirectX 11, C++

Experience

  • Machine Learning and Multi-tier Behavior Tree Code Snippet (Development)

    This is the core part of the ML-based combat system I developed in 2013 for Bain's redemption, a 3D slashing/shooting game.

  • Component-based Architecture (Development)

    In this sample, I developed a component-based architecture that allows you to create a full Match-3 game and more.

    Also, it allows you to create scenes, prefabs, add sounds, among other features.

Skills

  • Languages

    JavaScript, C++14, C#, C, C++, MaxScript, Lua, XML, Java, Python, SQL
  • Frameworks

    Unity3D, Unity, Microsoft Kinect, Photon, Unreal Engine 4, OpenNI, Photon Unity Networking (PUN)
  • Libraries/APIs

    TensorFlow, OpenGL ES, DirectX 11, Sockets
  • Tools

    Subversion (SVN), Git, Amazon Polly, SendGrid
  • Other

    Unity3D GUI Development, Games, Game Development, Game Tools Development, 2D Games, 3D Games, Freelance Developer, Unity3D AI, Unity3D Pathfinding, Augmented Reality (AR), Virtual Reality (VR), Shaders, Processing & Threading, Linear Algebra, Algorithms, Artificial Intelligence (AI), Reinforcement Learning, Machine Learning, Multiplayer, Unity Game Assets, Facebook, CryENGINE 3, RESTful APIs, Unity Editor Scripting
  • Storage

    JSON
  • Platforms

    Firebase, Windows, Steam, Universal Windows Platform (UWP), Azure, iOS, Android

Education

  • Bachelor of Science degree in Computer Science and Bioinformatics
    2008 - 2012
    Ain Shams University - Cairo, Egypt

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