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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◦ 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.
◦ 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.
◦ 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.
◦ 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.
◦ 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.
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