As a Senior Gameplay & AI Engineer, I specialize in Unreal Engine 5 (C++/Blueprints) and architect scalable real-time multiplayer experiences. I love turning complex concepts into polished, interactive systems that are fun to play and easy to maintain. I’ve shipped multiple games and prototypes across PC and VR, focusing on robust gameplay, responsive UI, and high-performance AI. I enjoy collaborating with designers and artists to push the boundaries of what’s possible in interactive entertainment.

Moez G Harsalli

As a Senior Gameplay & AI Engineer, I specialize in Unreal Engine 5 (C++/Blueprints) and architect scalable real-time multiplayer experiences. I love turning complex concepts into polished, interactive systems that are fun to play and easy to maintain. I’ve shipped multiple games and prototypes across PC and VR, focusing on robust gameplay, responsive UI, and high-performance AI. I enjoy collaborating with designers and artists to push the boundaries of what’s possible in interactive entertainment.

Available to hire

As a Senior Gameplay & AI Engineer, I specialize in Unreal Engine 5 (C++/Blueprints) and architect scalable real-time multiplayer experiences. I love turning complex concepts into polished, interactive systems that are fun to play and easy to maintain.

I’ve shipped multiple games and prototypes across PC and VR, focusing on robust gameplay, responsive UI, and high-performance AI. I enjoy collaborating with designers and artists to push the boundaries of what’s possible in interactive entertainment.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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Language

Arabic
Fluent
English
Fluent
French
Fluent
German
Beginner

Work Experience

Unreal Game Programmer at Dune Technology Ltd (Ariana, Tunisia)
December 1, 2024 - June 15, 2024
Developed gameplay features and systems using Unreal Engine, Blueprints, and C++. Designed and implemented interactive UI elements including Main Menu, Options Menu, Save/Load System, and HUD. Developed advanced weather systems utilizing Unreal Engine’s Niagara particle system. Engineered an electrical system applying mathematical computations and vector-based logic. Implemented AI lines and queue system for attendee management. Created and managed medical AI systems enabling staff to heal and manage injured attendees. Commended by supervisor for significant design and level contributions.
Quality Assurance Game Tester at Dune Technology Ltd (Ariana, Tunisia)
August 1, 2024 - November 30, 2024
Conducted comprehensive game testing, documenting and resolving issues using JIRA. Utilized TestRail, JIRA, and performed Functional, Regression, and Exploratory Testing across PC, Console, and Mobile Platforms. Received commendations for meticulous quality assurance practices.
Game Programmer Intern at IP Label (Tunis, Tunisia)
August 1, 2024 - November 30, 2024
Developed immersive VR experiences for NOC and IPverse projects. Designed environments, NPCs, lighting, and animations. Integrated real-time Grafana monitoring charts. Created interactive features including voice chat and 3D troubleshooting rooms. Developed and deployed UE5 multiplayer system on AWS. Received praise from IP Label President for impressive demo projects.
Game Programmer at Corkbrick Europe
August 1, 2022 - September 10, 2025
Contributed to game development projects using Jira, Notion, OpenProject, Plaky, Trello, and Git; collaborated with teams on task tracking and implementation.
Senior Gameplay & AI Engineer at Dune Technology Ltd
November 1, 2023 - November 1, 2025
Architected and implemented reliable multiplayer replication strategies for a complex co-op horror game, focusing on predicting player movement and maximizing network stability with minimal input latency. Engineered a modular, high-performance Behavior Tree AI system for large-scale crowd simulation, optimizing pathfinding and decision-making for hundreds of NPCs. Developed and optimized performance-critical gameplay logic and ability system in C++, achieving 60 FPS in high-density simulations. Designed and maintained a reusable, data-driven UI/HUD framework (UMG/Slate) for scalable PC deployment. Drove code quality with Unreal Insights to identify bottlenecks and collaborated with programmers and designers to reproduce and diagnose issues. Attention to detail noted by peers.
VR Game Programmer at IP Label
January 1, 2023 - August 1, 2023
Developed immersive, high-fidelity VR training experiences for enterprise clients (NOC, IPverse), handling environments, NPC logic, and interactive simulation features. Deployed UE5 multiplayer on AWS, demonstrating cloud-based delivery and system architecture. Created custom systems for voice communication and 3D environment troubleshooting within the simulation platform.
Game Programmer at Freelance – Casual Mobile Puzzle Game (Berlin)
August 1, 2024 - December 1, 2024
Designed and implemented a tile-based puzzle system featuring grid interactions, chain reactions, power-ups, and score multipliers. Built modular level architecture enabling designers to configure objectives, obstacles, and difficulty curves via data files. Implemented progression systems, including level unlocking, rewards, boosters, and retention mechanics. Created responsive UI systems and feedback loops to improve game feel and engagement. Optimized update loops, memory usage, and rendering for smooth performance on low- and mid-range devices. Prepared production-ready builds for Android and iOS, ensuring consistency across screen sizes and hardware profiles.
Game Programmer at Freelance – Multiplaye r VR Combat Game (Cologne)
November 1, 2022 - January 31, 2023
Architected scalable multiplayer VR combat game features including resource gathering, crafting, and base progression. Built intuitive VR interaction systems with object manipulation and UI support. Optimized gameplay logic and network interactions for VR multiplayer. Developed advanced AI behaviors for space combat with evasive maneuvers and threat detection.
Game Programmer at Freelance – Top-Down Co-op Roguelike Game (Marburg area)
July 1, 2025 - Present
Architected modular, data-driven ability system in C++, enabling complex mechanics such as shadow effects, area modifiers, and stat changes. Engineered enemy AI behavior logic with Behavior Trees and Blackboards. Implemented enemy AI reacting to player abilities, optimized gameplay loops, memory usage, and rendering for mobile performance. Created responsive UI feedback loops to enhance game feel and player engagement. Prepared production-ready builds for Android and iOS with cross-device compatibility.
Senior Game Play & AI Engineer at Dune Technology Ltd
November 1, 2023 - November 1, 2025
Architected modular real-time multiplayer strategies for a complex co-op horror game, focusing on predicting player movement and maximizing network stability with minimal input latency. Engineered a modular, high-performance Behavior Tree-based AI system to manage large-scale crowd simulation. Developed and optimized performance-critical gameplay logic and ability systems in C++, achieving 60 FPS in high-density simulation and action scenarios. Designed and maintained reusable, data-driven UI/HUD framework. Drove code quality via deep debugging and profiling (Unreal Insights) to identify and eliminate bottlenecks.
Game Programmer at Casual Mobile Puzzle Game
August 1, 2024 - December 1, 2024
Designed and implemented a tile-based puzzle system featuring grid interactions, chain reactions, power-ups, and score multipliers. Developed a modular level architecture enabling designers to configure objectives, obstacles, and difficulty curves via data files. Implemented progression systems including level unlocking, rewards, boosters, and player retention mechanics.
Game Programmer at Cork Brick Europe
January 1, 2025 - June 1, 2025
Architected and implemented a modular voxel-building system with grid snapping, rotation, and structural validation. Developed inventory, resource collection, and crafting systems with progression-based unlocks and tool integration. Built dynamic weather and day/night systems affecting crops, NPC behavior, and survival mechanics. Created NPC and animal AI with emergent behaviors driven by environment and player actions. Designed context-aware UI systems for building, crafting, inventory, and survival feedback.
Game Programmer at Personal Project (Top-Down Co-op Roguelite Game)
July 1, 2025 - Present
Developed a top-down co-op roguelite game framework using Unreal Engine 5 with real-time combat and AI-driven features. Implemented modular, data-driven gameplay and ability systems in C++, enabling complex mechanics and smooth performance. Built AI behavior and networked gameplay with a focus on predictability and low latency.

Education

Computer Engineering Diploma at ESPRIT, Tunis
January 1, 2019 - December 31, 2024
Higher Diploma Degree at Chebbi, Kasserine
January 1, 2015 - December 31, 2019
Diploma in Computer Engineering at ESPRIT University, Tunisia
January 1, 2019 - January 1, 2024
Freemover Programmer at Philipps-Universität Marburg, Germany
January 1, 2025 - December 22, 2025
Computer Engineering Diploma at ESPRIT, Tunisia
January 1, 2019 - January 1, 2024
Freemover Programmer at Philipps-University, Germany
January 1, 2025 - December 22, 2025

Qualifications

Game Jam 2023 / 2024
January 1, 2023 - December 31, 2024
C++ Udemy
January 1, 2023 - December 31, 2023
Electronic Arts (EA): Software Engineering Virtual Experience
January 1, 2023 - December 31, 2023
TCPC
January 1, 2023 - December 31, 2023
C++ Udemy
January 11, 2030 - December 22, 2025
Electronic Arts (EA): Software Engineering Virtual Experience
January 11, 2030 - December 22, 2025
TCPC / Computer/Programming Certification
January 11, 2030 - December 22, 2025
Diploma in Computer Engineering
January 1, 2019 - January 1, 2024
Freemover Programmer
January 1, 2025 - December 22, 2025

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Professional Services, Education