Abdulrahman Yakout
I’m Abdulrahman Yakout, a 3D environment and tech artist with 4+ years of experience across games, cinematics, and real-time/VR production.
About
I’m Abdulrahman Yakout, a 3D environment and tech artist with 4+ years of experience across games, cinematics, and real-time/VR production. I specialize in building optimized, high-fidelity environments in Unreal Engine 5—covering everything from modular kit and material creation to practical performance profiling and VR optimization.
Most recently at ROTU Entertainment, I transformed a cinematic environment into a VR-ready gameplay level for HEALER on Meta Quest 3. I used profiling tools to find CPU/GPU bottlenecks, rebuilt the environment into scalable modular kits, and applied LODs, instancing, batching, and shader/material simplification—helping reduce a hero prop from ~1.8M to ~21K triangles while maintaining stable VR performance.
- 5 years' experience
- Joined September 2025
Skills· 11
Languages
- ArabicFluent
- EnglishAdvanced
Industry experience
- Media & Entertainment
- Gaming
- Software & Internet
- Education
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Work experience· 17 roles
Worked on the Healer Game, transforming cinematic environments into VR-ready gameplay levels optimized for Meta Quest 3. Performed profiling to identify and resolve CPU/GPU bottlenecks. Redesigned environments into modular kits for scalability and streaming efficiency. Applied optimization techniques such as LODs, instancing, batching, and shader simplification to maintain stable VR framerates. Collaborated closely with developers and artists to balance cinematic fidelity with VR hardware constraints.
Worked on the Healer Game transforming cinematic environments into VR-ready gameplay levels for Meta Quest 3. Performed performance profiling using MetaHub Dev Tools and Oculus Quest 3 profilers to identify and resolve CPU/GPU bottlenecks. Redesigned environments into modular kits to optimize scalability, streaming, and world-building efficiency. Applied optimization techniques including LODs, instancing, batching, and shader/material simplification to maintain stable framerates in VR. Collaborated with developers and artists to balance cinematic fidelity with VR hardware performance constraints.
Converted cinematic environments into VR-ready gameplay levels for Meta Quest 3 on the Healer game. Conducted performance profiling with MetaHub Dev Tools and Oculus Quest 3 profilers, resolved CPU/GPU bottlenecks, redesigned environments into modular kits, and applied optimization techniques including LODs, instancing, batching, and shader/material simplification. Collaborated with developers and artists to balance cinematic quality with VR hardware constraints.
Education
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