Hi, I’m Mohamed Mahmoud Giza. I’m a Gameplay Programmer with 6 years of experience in game development, including over 2 years specializing in Unreal Engine (C++ & Blueprints). I’ve built scalable gameplay systems and performance-optimized architectures, focusing on reusable, modular solutions that boost player experience and development efficiency. I’m passionate about building modular frameworks, solving complex technical challenges, and delivering high-quality player experiences. I enjoy translating difficult problems into streamlined systems that scale with teams and projects.

Mohamed Mahmoud Giza

Hi, I’m Mohamed Mahmoud Giza. I’m a Gameplay Programmer with 6 years of experience in game development, including over 2 years specializing in Unreal Engine (C++ & Blueprints). I’ve built scalable gameplay systems and performance-optimized architectures, focusing on reusable, modular solutions that boost player experience and development efficiency. I’m passionate about building modular frameworks, solving complex technical challenges, and delivering high-quality player experiences. I enjoy translating difficult problems into streamlined systems that scale with teams and projects.

Available to hire

Hi, I’m Mohamed Mahmoud Giza. I’m a Gameplay Programmer with 6 years of experience in game development, including over 2 years specializing in Unreal Engine (C++ & Blueprints). I’ve built scalable gameplay systems and performance-optimized architectures, focusing on reusable, modular solutions that boost player experience and development efficiency.

I’m passionate about building modular frameworks, solving complex technical challenges, and delivering high-quality player experiences. I enjoy translating difficult problems into streamlined systems that scale with teams and projects.

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Work Experience

Unreal Gameplay Programmer (C++ and BP) at Tac-Techs
June 1, 2023 - Present
Engineered the game from scratch, implementing core functionalities including Interactions, Triggers, AI, Portals, Dragging, Save and Load, Input handling, and Character animations. Architected a highly customizable interaction system with actor prioritization, modular component design, and multi-mode interaction types (hold, toggle, mash) reused across 17 gameplay systems. Designed and implemented a portal system with complex teleportation mechanics expanding puzzle design possibilities and level variety. Developed a modular actor dragging mechanic that allows any actor to be draggable with minimal setup. Implemented AI behavior trees reacting to visual and sound perception, and a checkpoint-based Save/Load persistence. Built a UI checkpoint menu for loading saves and supported underwater navigation features.
Unreal Gameplay Programmer (C++ and BP) at Tac-Techs
June 1, 2023 - Present
Engineered the game from scratch, implementing over 15 core game functionalities including Interactions, Triggers, AI, Portals, Dragging, Save and Load, Input handling, and Character animations. Architected a customizable interaction system reused across 17 gameplay systems. Designed a portal system with complex teleportation mechanics and a modular actor dragging mechanic. Engineered custom A* pathfinding for inverted-gravity levels, AI behavior trees reacting to visual and sound perception, and checkpoint-based Save/Load system for replayability. Developed various systems including lasers, doors, animation states, and an underwater world feature with a navigable submarine. Facilitated team collaboration via code reviews and problem solving discussions.
Game Developer Freelancer at Independent / Freelance
October 1, 2022 - October 5, 2025
Designed and developed multiple game prototypes in Unity, including a match-3 RPG system with modular stat mechanics and a Subway-style endless runner. Implemented custom gameplay features, elemental skill systems, and top-down 2.5D particle effects. Collaborated with clients to debug code, resolve technical issues, and enhance gameplay functionality across various projects.
Game Developer Freelancer
October 1, 2022 - August 12, 2025
Designed and developed multiple game prototypes in Unity including a match-3 RPG system and an endless runner. Implemented custom gameplay features, elemental skill systems, and top-down particle effects for 2.5D grid-based games. Worked with clients to debug code, resolve technical issues, and enhance gameplay functionalities across various projects.

Education

Bachelor of Computer Engineering at Cairo University
January 1, 2013 - January 1, 2018
Bachelor of Computer Engineering at Cairo University
January 1, 2013 - January 1, 2018

Qualifications

Personal Game Development with Unreal and C++ by Tom Looman
January 11, 2030 - August 12, 2025
Unreal Engine 5 C++ the ultimate game developer course by Stephen Ulibarri
January 11, 2030 - August 12, 2025
Unreal Engine 5 - Gameplay Ability System - Top-Down RPG by Stephen Ulibarri
January 11, 2030 - August 12, 2025

Industry Experience

Gaming, Software & Internet, Media & Entertainment