Ahmed Fouda is a results-driven Unity Game Developer focused on building high-performance mobile and PC games. He specializes in advanced combat systems, AI state machines, networking, and rendering/memory optimization to deliver smooth gameplay (60–120 FPS). He also brings Blender technical art skills, creating and driving root-motion animations and supporting gameplay-ready 3D assets. Ahmed is passionate about scalable, modular C# architectures and experiences that feel responsive, robust, and production-ready.

Ahmed Fouda

Ahmed Fouda is a results-driven Unity Game Developer focused on building high-performance mobile and PC games. He specializes in advanced combat systems, AI state machines, networking, and rendering/memory optimization to deliver smooth gameplay (60–120 FPS). He also brings Blender technical art skills, creating and driving root-motion animations and supporting gameplay-ready 3D assets. Ahmed is passionate about scalable, modular C# architectures and experiences that feel responsive, robust, and production-ready.

Available to hire

Ahmed Fouda is a results-driven Unity Game Developer focused on building high-performance mobile and PC games. He specializes in advanced combat systems, AI state machines, networking, and rendering/memory optimization to deliver smooth gameplay (60–120 FPS).

He also brings Blender technical art skills, creating and driving root-motion animations and supporting gameplay-ready 3D assets. Ahmed is passionate about scalable, modular C# architectures and experiences that feel responsive, robust, and production-ready.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Beginner
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Language

English
Advanced
Arabic
Fluent
French
Beginner

Work Experience

C# Gameplay Programmer & Technical Artist at FreeLance
July 10, 2026 - Present
Operating as an independent contractor specializing in real-time 3D gameplay engineering, mobile performance optimization, and custom AI architecture within Unity. Key Focus Areas & Deliverables: • Architecture: Designing modular, event-driven C# combat state machines to replace rigid animation constraints. • Optimization: Profiling and optimizing rendering pipelines, physics steps, and object-pooling frameworks to sustain high-framerate execution (60-200+ FPS) on budget mobile hardware. • Pipeline Integration: Rigging, configuring dynamic Inverse Kinematics (IK), and managing complex asset workflows between Blender and Unity.

Education

Bachelor's Degree in Computer Science (CS) (currently studying Information Systems specialization) at Damietta University
January 1, 2022 - July 9, 2026
Bachelor's Degree in Computer Science (CS) at Damietta University
January 11, 2030 - July 9, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Computers & Electronics, Media & Entertainment, Software & Internet
    Fading Light

    Developed a 3D Souls-like mobile game achieving 200+ FPS on budget hardware. To bypass mobile rendering limits, I engineered a custom technical art pipeline between Blender and Unity, utilizing fully baked lighting and extreme low-poly optimization. I also programmed a highly scalable C# AI state machine handling complex, multi-phase boss fights (dynamic combos, projectile tracking) that scales down efficiently for standard enemies. This project proves deep expertise in gameplay programming, 3D technical art, and elite mobile optimization.

    Noctis Viel (RPG)

    I developed a dark fantasy RPG using Unity, featuring real-time combat, a magic system, an inventory with equip able weapons and armor, NPC quests, and an engaging story. The game includes a save system, 2 Boss Fights with Second Phase, enemy AI, a leveling system, Market System, and multiple difficulty levels. I designed, programmed, and tested all features to ensure smooth gameplay and an immersive experience.

    Survival multiplayer

    Developed a real-time multiplayer survival game in Unity, inspired by Last Day on Earth. Built core systems including crafting, combat, inventory, and building. Implemented peer-to-peer multiplayer with full client sync. Optimized for low-end Android devices (50% GPU, 30% CPU on Snapdragon 712). Fully modular and scalable for future content.