Hi, I’m Mina Ashraf Sadek, a Gameplay Programmer specializing in Unreal Engine multiplayer systems, performance optimization, and cross-functional collaboration. With 2+ years of professional experience, I build scalable gameplay systems, implement networked features, and deliver production-ready code for teams of 20+ developers. I’m proficient in C++, GAS, CommonUI, and full-stack game development from UI to backend integration. I enjoy turning art and design into robust technical implementations, and I thrive in fast-paced, collaborative environments where clear communication and rapid iteration drive great games.

Mina Ashraf Sadek

Hi, I’m Mina Ashraf Sadek, a Gameplay Programmer specializing in Unreal Engine multiplayer systems, performance optimization, and cross-functional collaboration. With 2+ years of professional experience, I build scalable gameplay systems, implement networked features, and deliver production-ready code for teams of 20+ developers. I’m proficient in C++, GAS, CommonUI, and full-stack game development from UI to backend integration. I enjoy turning art and design into robust technical implementations, and I thrive in fast-paced, collaborative environments where clear communication and rapid iteration drive great games.

Available to hire

Hi, I’m Mina Ashraf Sadek, a Gameplay Programmer specializing in Unreal Engine multiplayer systems, performance optimization, and cross-functional collaboration. With 2+ years of professional experience, I build scalable gameplay systems, implement networked features, and deliver production-ready code for teams of 20+ developers. I’m proficient in C++, GAS, CommonUI, and full-stack game development from UI to backend integration.

I enjoy turning art and design into robust technical implementations, and I thrive in fast-paced, collaborative environments where clear communication and rapid iteration drive great games.

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Experience Level

Expert
Intermediate
Intermediate
Intermediate
Intermediate

Language

English
Fluent

Work Experience

Unreal Systems Engineer at FUNNEL RUNNERS
April 1, 2025 - Present
Architected and implemented an environmental destruction system with tornado mechanics, including dynamic asset detection, damage sequencing, and debris cleanup, while preserving network performance. Collaborated with the art team to translate visuals into technical specs, and engineered a multiplayer replication strategy to synchronize destruction events across clients without saturating bandwidth. Implemented ~90% of the game UI with CommonUI and developed core gameplay systems (level lighting manager, traps, HUD, monitors, vote-kick, vending machines, economy, and Doppler radar). Served as multiplayer technical resource for debugging and latency-sensitive features.
Frontend Engineer at YOUVERSE – Exhibition Simulator
March 1, 2025 - December 1, 2025
Built responsive cross-platform UI for Android, iOS, and PC, translating text specifications into production-ready interfaces without Figma mockups. Integrated frontend with backend APIs and cloud services, refined API contracts with backend engineers, and optimized data pipelines. Contributed to UX by creating UI mockups in Canva and iterating based on user feedback.
Gameplay Developer at RSI TECH – Dad Discovers the Internet
December 1, 2024 - March 1, 2025
Developed in-game shop functionality with data persistence. Implemented new enemy characters and weapon systems using Gameplay Ability System (GAS). Designed game settings manager and level transitions; debugged and optimized existing codebase for performance and maintainability in a team of ~20.
Gameplay Developer at OAK STUDIO – Junk Arena
August 1, 2024 - March 1, 2025
Built a multiplayer game from scratch, implementing core mechanics and networking. Designed a gamepad-friendly UI with CommonUI and created a modular ability component architecture for rapid prototyping. Migrated Blueprint logic to C++ to improve performance and maintainability.
Gameplay Programmer Trainee at EXOUCH Studio – Veilstorm
March 1, 2024 - August 1, 2024
Integrated Redpoint EOS for multiplayer, developed pre-game lobby, and created round-based arena mode with team customization and player voting.
Contract Developer at Panoverse – Third Person Shooter
July 1, 2023 - September 1, 2023
Maintained C++ codebase, implemented recoil with weapon-specific patterns, and improved animation feedback for third-person shooter mechanics.

Education

Bachelor of Engineering at Helwan University – Faculty of Engineering
January 11, 2030 - January 1, 2022

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet