Cairo, Egypt

Game Developer building cross-platform titles.

Intermediate Game Programmer at Mega Cat Studios, with experience shipping on PS5, PS4, PC, Android, and iOS. I build scalable gameplay architecture, multiplayer systems, and AI behaviour, with a focus on performance and long-term maintainability.

5

Shipped sports ports

5

Platforms

2

First-place finishes

4

Personal builds

About

Game Developer with experience shipping cross-platform titles on PS5, PS4, PC, Android, and iOS.

Specialised in scalable gameplay architecture, multiplayer systems, AI behaviour design, and performance optimisation, with a focus on clean architecture, modular systems, and long-term maintainability.

Intermediate Game Programmer at Mega Cat Studios since November 2024. Previously a Unity Game Developer at Genesis Creations S.A.E from August 2023 to July 2024. Experienced in Agile teams using Git-based workflows.

Core skills

Languages
C#, C++
Engines & libraries
Unity, SFML
Multiplayer
Photon PUN, Photon Fusion, Unity Netcode
AI & gameplay
Behaviour Trees, FSM, Pathfinding A*, BFS / DFS
Tools & workflow
Git, Agile, CI/CD, Claude Code, GitHub Copilot

On Steam

Ali Kassab

Education

Bachelor of Computer and Information Sciences

Ain Shams University · Cairo, Egypt

October 2020 – July 2024

Bachelor of Science, Software Engineering

University of East London · London, UK

October 2020 – July 2024

First Class Honours

Graduated July 2024.

01  /  Professional work

Selected titles

Gameplay systems, AI, and production tooling at Mega Cat Studios and Genesis Creations. C++ porting contributions across five shipped Backyard Sports titles include memory management and rendering work for performance and feature parity on Android and iOS.

God of War: Sons of Sparta

Mega Cat Studios

God of War: Sons of Sparta

Nov 2024 – Present

Role
Intermediate Game Programmer
Platforms
PS4, PS5
Pit of AgoniesAI Economy & InventoryYAML Balancing
  • Architected Pit of Agonies roguelike systems: reward and enemy seeding, shop, progression, economy, inventory, and legacy system rework.
  • Built modular NPC behaviours using Behaviour Trees and FSMs for 10+ archetypes.
  • Built YAML-driven balancing so designers can tune values without code changes.
View on PlayStation →
Sinai Heroes

Genesis Creations S.A.E

Sinai Heroes

Aug 2023 – Jul 2024

Role
Unity Game Developer
Platforms
Android, iOS
Core SystemsPhoton PUN Matchmaking
  • Designed error handling, UI, user access, and command prompting systems.
  • Integrated Photon PUN multiplayer, reducing connection issues by 70%, and authored matchmaking filters for fair player lobbies.
  • Reduced draw calls by 75% through environment and mesh optimisation, and set up lighting for Mission 1.
Visit site →
VR Surgical Clean Room Training Simulation

Genesis Creations S.A.E

VR Surgical Clean Room Training

Aug 2023 – Jul 2024

Role
Unity Game Developer
Platforms
VR
Hand Pose TrackingInteractions

Built VR hand pose tracking and object interaction features for realistic, immersive training scenarios.

Watch the demo →
Backyard Baseball 2026

Mega Cat Studios

Backyard Baseball 2026

Nov 2024 – Present

Role
Intermediate Game Programmer
Platforms
PC, Nintendo, PlayStation, Xbox
Game FeelPhysicsGameplay

Implemented gameplay feel systems across physics, camera, input, and UI, alongside state-driven animation sequencing.

View on Steam →
Maximum Apocalypse

Mega Cat Studios

Maximum Apocalypse

Nov 2024 – Present

Role
Intermediate Game Programmer
Platforms
PC, Steam Deck
InputLocalisation Save ArchitectureDemo Pipeline
  • Decoupled input from gameplay, with action and map blocking across multiple layers.
  • Built localisation pipelines and runtime string management with fallback support.
  • Authored the demo shipping pipeline, including content locking and progress persistence into the main game.
  • Designed save architecture with backups, corrupted data recovery, schema versioning, encoding, and file hashing.
View on Steam →
Backyard Soccer '98

Mega Cat Studios

Backyard Soccer '98

Nov 2024 – Present

Role
Porting Engineer
Platforms
Android, Nintendo, iOS
Android Port (C++)
Visit site →
Backyard Baseball '97

Mega Cat Studios

Backyard Baseball '97

Nov 2024 – Present

Role
Porting Engineer
Platforms
Android, Nintendo, iOS
Android Port (C++)
Visit site →
Backyard Baseball '01

Mega Cat Studios

Backyard Baseball '01

Nov 2024 – Present

Role
Porting Engineer
Platforms
Android, Nintendo, iOS
Android Port (C++)
Visit site →
Backyard Basketball '01

Mega Cat Studios

Backyard Basketball '01

Nov 2024 – Present

Role
Porting Engineer
Platforms
Android, Nintendo, iOS
Android Port (C++)
Visit site →
Backyard Football '99

Mega Cat Studios

Backyard Football '99

Nov 2024 – Present

Role
Porting Engineer
Platforms
Android, Nintendo, iOS
Android Port (C++)
Visit site →

02  /  Capabilities

Expertise

Languages & engines

Core technologies

Unity and C# gameplay systems across console, PC, and mobile, with C++ porting work and SFML game development.

UnityC# C++SFML Photon PUNPhoton Fusion Unity Netcode

Systems & architecture

Scalable design

Modular gameplay architecture, resilient save systems, and YAML-driven balancing tools built for designer iteration and long-term maintainability.

OOPDesign Patterns System ArchitectureMultithreading AsyncData-Driven Tooling Save Systems

Gameplay, AI & networking

Systems in motion

AI behaviour, multiplayer, and the performance tuning that keeps it all shipping at frame rate.

Behaviour TreesFSM Pathfinding A*BFS / DFS MultiplayerNetworking LocalisationPerformance

Shipped across

PlayStation 5| PlayStation 4| PC| Android| iOS

03  /  Personal work

Projects

Award-winning jam games, a C++ platformer, and a multiplayer detective co-op in development. Explore playable builds, source code, and the latest trailer.

Mystic Sands gameplay

Mystic Sands

1st place

September 2024 · Lead Programmer · Team of 4

Narrative-driven adventure built at the ITI-BelMasry Tech Hackathon. Maze generation via recursive backtracking, graph-based dialogue and quest systems, NavMesh-driven NPC AI, and modular UI using the Command Design Pattern.

ProceduralAINarrative
FakeOut BOSS gameplay

FakeOut BOSS

1st place

February 2025 · Lead Programmer · Team of 3

Stealth-comedy simulation built at GDA JAM. NPC awareness and gaze systems, adaptive time dilation, and customisable pathfinding (A*, BFS, DFS), with task-balancing mechanics for juggling progress and workplace deception.

Stealth AIPathfinding
Table For None gameplay

Table For None

Work in progress · Lead Programmer · Team of 3

Multiplayer detective co-op. Lead programmer on a team of three: multiplayer via Unity Netcode, FSM-driven customer AI, and a flexible cooking-actions system. Designed core game systems and shipped an early development trailer.

MultiplayerNetcode
Dungeon Of The Skeletons gameplay

Dungeon of the Skeletons

May 2021 · Developer · Team of 6

2D platformer built in C++ and SFML with a team of six. UI, input, character animation and movement, collision handling, collectibles and progression, hazards, patrol/turret enemies, and scene transitions.

C++ / SFML2D Platformer