Hi, I’m Muhammad Talal, a Senior Game Developer with 6+ years of experience delivering high-performance gameplay systems across Unreal Engine, Unity, and C++. I enjoy turning complex ideas into robust, scalable features that power multiplayer and VR experiences. I thrive on good collaboration with design, art, and QA to ship polished, reliable experiences. Currently I’m driving end-to-end feature delivery at Sovrun in the UK, mentoring junior engineers, and raising the bar for engineering standards while guiding cross-functional teams. I’m passionate about building scalable gameplay architectures, networking flows, and clean modular code that supports long-term production and future expansion, and I’m exploring emerging tech like blockchain-enabled gameplay and robust online infrastructure.

Muhammad Talal

PRO

Hi, I’m Muhammad Talal, a Senior Game Developer with 6+ years of experience delivering high-performance gameplay systems across Unreal Engine, Unity, and C++. I enjoy turning complex ideas into robust, scalable features that power multiplayer and VR experiences. I thrive on good collaboration with design, art, and QA to ship polished, reliable experiences. Currently I’m driving end-to-end feature delivery at Sovrun in the UK, mentoring junior engineers, and raising the bar for engineering standards while guiding cross-functional teams. I’m passionate about building scalable gameplay architectures, networking flows, and clean modular code that supports long-term production and future expansion, and I’m exploring emerging tech like blockchain-enabled gameplay and robust online infrastructure.

Available to hire

Hi, I’m Muhammad Talal, a Senior Game Developer with 6+ years of experience delivering high-performance gameplay systems across Unreal Engine, Unity, and C++. I enjoy turning complex ideas into robust, scalable features that power multiplayer and VR experiences. I thrive on good collaboration with design, art, and QA to ship polished, reliable experiences.

Currently I’m driving end-to-end feature delivery at Sovrun in the UK, mentoring junior engineers, and raising the bar for engineering standards while guiding cross-functional teams. I’m passionate about building scalable gameplay architectures, networking flows, and clean modular code that supports long-term production and future expansion, and I’m exploring emerging tech like blockchain-enabled gameplay and robust online infrastructure.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate

Work Experience

Senior Unreal Engine Developer / Senior Game Developer at Sovrun
March 1, 2024 - Present
◦ Main Contribution: Contributing to the development of an AA title as part of a cross-functional team, delivering gameplay and online systems with a strong focus on performance and reliability. ◦ Gameplay Task: Implementing core gameplay systems such as character abilities and inventory mechanics, using a hybrid approach with C++ and Blueprints for clean, maintainable architecture. Server-side Task: Leading server-side development in Unreal Engine (C++), including matchmaking, networking, API handling, and replication to ensure stable multiplayer experiences. ◦ Blockchain: Working on a blockchain-based Unity game using UniMUD, including blockchain/server integration and backend coordination to support game features. ◦ Mentorship: Mentoring junior engineers through reviews, guidance, and technical support, helping improve delivery quality and accelerating team ramp-up.
Senior Unreal Engine Developer at Magic Media United Kingdom
July 1, 2024 - January 1, 2025
Contract role focused on AAA first-person gameplay, performance optimization, and multiplayer integration. Collaborating with designers and artists to create immersive environments and dynamic gameplay. Implemented advanced gameplay systems in C++ with Blueprint support, including optimization for large-scale teams and polish for final delivery.
Unreal Engine Developer at The Virtual Lab London
February 1, 2023 - February 1, 2024
VR multiplayer simulation facilitating cross-role collaboration for rescue operations. Implemented online connectivity using EOS Online Subsystem, VOIP for voice communication, and advanced VR frameworks. Handled session creation and network programming with Epic Online Services to ensure synchronized multiplayer experiences.
Backend Unreal Engine 5 Developer at MAIA Tech Systems Huddersfield
November 1, 2022 - February 1, 2023
System development enabling user interactions and task performance using Python and various AWS services. Developed a multiplayer game using Unreal Engine 5 and Amazon GameLift, focusing on innovative gameplay and online interactions.
Unreal Engine Game Developer at SNAVE UK Huddersfield
August 1, 2022 - November 1, 2022
Android app development using Unity connected to an AWS server to enhance gaming experiences through targeted quests. Gameplay improvements through feature additions and optimization of existing mechanics.
C++ Developer (Research Assistant) at University of Bradford, United Kingdom
March 1, 2022 - July 1, 2022
System development for processing blueprints of small items, enabling automated task allocation and production by robots.
Software Engineer (Unreal Engine Developer) at Narsun Studios Lahore Pakistan
October 1, 2019 - September 1, 2021
◦ Game Development: Worked on a MOBA game, managing character level-ups, special skills, and various game features across different genres like VR, third-person, and first-person shooters. ◦ Technical Skills: Gained proficiency in Unreal Engine, developing AI enemies and in-game cinematics, and using scripting for gameplay mechanics.

Education

Masters Big Data Science and Technology at University of Bradford
September 1, 2021 - September 1, 2022
Bachelor of Computer Science at National University of Computing and Emerging Sciences - FAST
August 1, 2016 - July 1, 2020

Qualifications

Add your qualifications or awards here.

Industry Experience

Software & Internet, Gaming, Education, Media & Entertainment
    paper Revenge

    ◦ AAA FPS Gameplay Development: Contributed to an AAA first-person title by implementing and refining core gameplay mechanics in Unreal Engine using C++, with a focus on clean, scalable systems suitable for large production teams.
    ◦ Multiplayer & Online Integration: Supported multiplayer integration by working on gameplay systems with networking/replication in mind, ensuring responsive behavior and consistent results across clients.
    ◦ Performance Optimization: Diagnosed and improved runtime performance of gameplay features (profiling + optimization passes), helping keep complex mechanics efficient and production-ready.
    ◦ Gameplay Ability System (GAS): Implemented and optimized GAS-based character abilities, building flexible ability workflows and improving ability management for smoother iteration and expansion.
    ◦ Complex Systems & Algorithms: Developed C++ gameplay systems and underlying logic (state handling,
    interactions, ability flow control), prioritizing maintainability and extensibility.
    ◦ Cross-Discipline Collaboration: Worked closely with designers and artists to translate gameplay requirements into polished in-game experiences and iterate quickly based on feedback.

    paper MMA

    ◦ Core Combat & Movement Systems: Developed and tuned responsive third-person character movement and attack mechanics in UE5 using C++ + Animation Blueprint integration, ensuring tight input feel and consistent combat responsiveness.
    ◦ Combo Framework: Designed and implemented a scalable combo chaining system (light/heavy sequences, timing windows, cancel rules), integrating Montages/Notifies and state logic to support expandable movesets.
    ◦ MMA-Style Camera System: Built a dynamic camera inspired by classic MMA/WWE titles, including cinematic panning, arena-aware framing, and top-down/angled “Tekken-style” camera behavior, maintaining target visibility and readability during fast exchanges.
    ◦ Enemy Fighter AI: Implemented combat-ready AI opponents with decision logic for attacking, defending, spacing, and reacting to player actions, enabling engaging solo fights and consistent challenge pacing.
    ◦ Damage & Fatigue Visuals: Added real-time visual feedback by implementing bruise and sweat effects that appear and intensify on character skins based on hit frequency and stamina/exhaustion state
    (material/parameter-driven updates).
    ◦ Health System: Built a complete health/damage pipeline (hit registration, damage application, state changes, and UI/feedback hooks) to support fair combat outcomes and future extensibility.

    paper Research and Rescue

    ◦ Virtual Reality Simulation: Worked on a multiplayer simulation in Virtual Reality, facilitating collaboration
    among 3 players in different roles to execute rescue operations.
    ◦ Online/Multiplayer Technical Implementation: Developed the project using Unreal Engine,
    EOSOnlineSubsystem for online connectivity, VIVOX for voice communication, and advanced
    frameworks for Virtual Reality.
    ◦ Network Programming: Handled session creation and network programming, ensuring synchronization
    between server and clients using Epic Games and Unreal Engine online services.

    paper Sand Bullet

    ◦ Full-Cycle Game Development: Oversaw the full development cycle of ’Sand Bullet’, a top-down shooter Indie game. Managed all aspects from conceptualization to final deployment, ensuring a cohesive gaming experience.
    ◦ Technical Implementation and Launch: Focused on technical elements including AI development, weapon system mechanics, and in-game power-ups. Successfully navigated the game through its launch on Steam, achieving notable user traction and feedback.

    paper Battle Ground

    ◦ Innovative Game Development: Conceptualized and developed ’Battle Ground’, a game with procedurally generated maps, leveraging Unreal Engine 4 for dynamic and immersive gameplay experiences.
    ◦ Complex AI Implementation: Designed and implemented advanced AI behaviors using blend trees and behavior trees, enhancing game interactivity and challenge. Scripted player movement and shooting in C++ for a responsive gaming environment.