Hello, Iām a Mohammed, I describe myself as a problem solver that seeks opportunities to learn new things, at the same time, constantly improving my skills. I enjoy creating games that feel great to play, with clean code that is easy to read. I thrive on difficult challenges, maybe a little too much sometimes as I have a hard time letting go if I can not come up with a solution during a coding session. . I have rich experience in web site design & building and customization. Also I am good at.
Developed an interactive inventory system using C++, allowing players to pick up, hold, inspect, and stash items. Implemented detailed item interactions, such as opening a box to retrieve a key and subsequently dropping the box. Created context-sensitive animations for item pickups, with different animations based on the item's location (e.g., ground or table). Utilized motion warping to ensure realistic player movement towards items, enhancing immersion. Designed a user interface (UI) for the inventory system, including a hand bar to manage and display items visually.
I designed a complex locomotion system that ensures smooth transitions between states like running and leaning during turns. This included procedural animation features such as foot IK to enhance realism. The system was fully optimized and ran in a multi-threaded environment for maximum efficiency. For combat, I developed an advanced system that utilizing Motion Warping for dynamic enemy switching during fights. This allowed for seamless transitions and varied attack animations based on input direction. for instance, when executing attacks when pressing the "backward" key it will attack the enemy backwards. I implemented advanced AI behaviors, enabling features like patrolling, strafing, and coordinated group attacks that adapt to focus on the player. The project utilized the Gameplay Ability System (GAS) to manage player abilities and attacks. Damage calculations were handled through gameplay effects, health was managed via attributes, and the codebase was structured to ensure clarity and maintainability.
š Excited to share one of my recent projects! I've been working on a sword game in Unreal Engine, combining C++ and Blueprints to create an immersive experience. This project is inspired by Stephen Ulibarri's UE5 course, and I've implemented a range of features, including: āļø A dynamic sword combat system š² A loot randomization algorithm 𦶠Procedural foot IK for realistic character movement ...and much more! It's been a rewarding journey bringing these elements together, and I'm thrilled with the progress so far. Looking forward to sharing more updates!
Developed a Climate change-themed interactive VR experience using C++ to raise awareness and promote eco-friendly behaviors.
The project featured systems for recycling materials, conserving resources by turning off lights and closing taps.
It fosters sustainability through immersive and engaging environmental interactions.
Got an idea, collaboration request, or just want to chat about game development?
Let's connect! Whether you're a fellow developer, investor, or just passionate about games, I'm always open to new opportunities