Implemented core gameplay systems, including inventory, save/load, pickup mechanics, and interactable objects
Developed AI behavior, user interfaces, and core features while optimizing performance for smooth gameplay Introduced Git-based version control, improving team collaboration and workflow Provided technical guidance and training to non-technical team members, supporting project scalability Maintained effective communication across disciplines to align gameplay goals and technical implementation MadRain – Remote Jul 2023 – Sep 2023
Developed core gameplay systems in Unreal Engine's C++ and Blueprint, including a custom Gameplay Ability System, Combat, and Stat frameworks
Contributed to the successful delivery of the vertical slice for the studio’s flagship title Game reached the Steam Wishlist stage, signaling strong audience interest and a key milestone toward release Built a modular Interaction System, Inventory System, and Narration System to support scalable design workflows
Engineered the Wrestling Animation Framework v1, integrating dynamic transitions and animation logic Designed procedural and random Level Generation Systems for varied gameplay environments Implemented AI behavior using Behavior Trees and built UI based on art team mockups Integrated WWISE as the sound engine, handling real-time audio events and parameter control Mentored teammates and collaborated cross-functionally with design, art, and audio teams Ebrahim Mottaghi Rezaei
7+ years of experience with Unreal Engine, specializing in C++ and Blueprints. Skilled in designing and delivering robust core gameplay frameworks and high-performance gameplay systems. Proven track record of writing clean, maintainable code and collaborating effectively across multidisciplinary teams to ship high-quality gameplay features.
PROFFESSIONAL EXPRIENCE
Sr. Game Developer Unreal Engine
Lead / Sr. Game Developer Unreal Engine
Senior Unreal Engine Game Developer
VR Game Developer Unreal Engine
Developed VR gameplay systems using VRExpansion Plugin in Unreal Engine for Oculus Quest Implemented player controller logic and interactive systems including grabbable objects, doors, weapons, and object interaction
Integrated Ragdoll physics for NPC characters to enhance realism Diagnosed and resolved crash issues and build errors, improving development efficiency and project stability Used Perforce for version control and collaborated with the team in a centralized development environment Summit Experience – Remote Apr 2025 – Present USA BlackCubeGames – Remote Oct 2023 – Apr 2025 Netherlands Freelance & Self-Directed Development Unreal Engine Self-Directed Oct 2018 – Sep 2023
3D Navigation System
Built a 3D pathfinding system for AI, supporting obstacle avoidance, asynchronous queries, and AI Tasks Designed a data-driven architecture for flexible configuration via data assets Optimized for low memory usage to ensure high performance across large or dynamic environments Motion Matching C++ Conversion
Converted UE5’s Motion Matching system to native C++, improving animation flexibility and AI control Integrated AI-driven traversal logic (e.g., vaulting, hurdling) for more realistic NPC movement Added multiplayer support for synchronized animation state across networked players Locomotion System (ALS to C++ Conversion)
Rewrote the popular ALS system in pure C++ for greater modularity and runtime performance Created a flexible movement framework with walk/run states, aiming, and designer-friendly interfaces Engineered the system for scalability, clean API exposure, and long-term maintainability Rebuilt and optimized an MVP Android game for children as the sole programmer Delivered a stable production-ready build, ready for release EasyLogger Plugin
Created a plug-and-play debug logging system for UE5 (C++) used by 23K+ developers Simplified error reporting and debugging workflows without requiring additional setup Gained strong community traction with 23K+ downloads in 4 months Procedural Ladder System
Designed a plugin for dynamic, environment-aware ladders that adjust to geometry in real time Enabled data-driven model switching and runtime resizing via data tables Highly optimized for performance with seamless integration into any UE5 project Game Developer Unity
Boojik Studio Oct 2016 – Feb 2018
Built gameplay features and UI in Unity (C#) under senior guidance Debugged scripts and used Git for version control and task updates Junior Game Developer Unity
ANU Studio Aug 2015 – Mar 2016
EDUCATIONS
B.Sc. in Computer Engineering (Software)
Kashan University, Iran
SOFT SKILLS
Clear and proactive communicator across disciplines (design, art, tech) Strong problem-solving mindset with a focus on scalable solutions Highly organized; able to prioritize tasks and manage shifting deadlines Collaborative team player who thrives in iterative, feedback-driven environments Adaptable to evolving tools, pipelines, and production challenges