Ali Kassab

Game Developer

Cairo, Egypt · ali.mohammed.kassab@gmail.com · +20 109 794 8346 · LinkedIn · GitHub · Portfolio

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Summary

Game Developer with experience shipping cross-platform titles on PS5, PS4, PC, Android, and iOS. Specialized in scalable gameplay architecture, multiplayer systems, AI behavior design, and performance optimization. Experienced working in Agile teams using Git-based workflows. Strong focus on clean architecture, modular systems, and long-term maintainability.

Technical Skills

Languages & Engines C#, C++, Unity, SFML
Networking Photon PUN, Photon Fusion, Unity Netcode
Systems & Architecture OOP, Design Patterns, System Architecture, Multithreading, Async Programming
AI & Gameplay Behavior Trees, FSM, Pathfinding (A*, BFS, DFS), Performance Optimization
Tools & Workflow Git, Agile, CI/CD, Claude Code, GitHub Copilot
Platforms PS5, PS4, PC, Android, iOS

Professional Experience

Game Programmer · Mega Cat Studios, Inc. November 2024 – Present

Pittsburgh, PA

  • Architected core systems for the Pit of Agonies mode in God of War: Sons of Sparta: reward seeding, shop UI, progression, and legacy system rework.
  • Developed modular NPC behavior systems using Behavior Trees and FSMs, supporting 10+ archetypes in God of War: Sons of Sparta.
  • Implemented gameplay feel systems (physics, camera, input, UI) and state-driven animation sequencing in Backyard Baseball.
  • Contributed to C++ porting pipelines for Android across 5 shipped Backyard Sports titles with performance and feature parity.
  • Authored the input system for Maximum Apocalypse, decoupling input and gameplay to reduce cross-system dependencies.
  • Built and maintained the localization system for Maximum Apocalypse, supporting multi-language pipelines and runtime string management.
  • Built a YAML-driven balancing system enabling designer tuning without code changes in God of War: Sons of Sparta.
  • Refactored internal engine libraries (multithreading, async, physics, networking), improving stability and maintainability.
Unity Game Developer · Genesis Creations S.A.E August 2023 – July 2024

Cairo, Egypt

  • Designed core game systems (error handling, UI, user access, command prompting) for published mobile title Sinai Heroes.
  • Built VR hand pose tracking and object interaction features, increasing player immersion by 40%.
  • Integrated networking, multiplayer, and matchmaking with Photon PUN, reducing connection issues by 70%.
  • Optimized environments and meshes, reducing draw calls by 75%.

Projects

Table For None In Progress

Unity, C# · Lead Programmer · Team of 3 · Multiplayer Detective Co-op

  • Implemented multiplayer functionality using Unity Netcode.
  • Designed core game systems and shipped a successful early development trailer.
  • Developed customer AI using FSM and a flexible cooking actions system.
FakeOut BOSS February 2025

Unity, C# · Lead Programmer · Team of 3 · GDA JAM - 1st Place · Stealth, Simulation, and Comedy

  • Engineered an NPC awareness system detecting suspicious behavior via activity, movement, and reaction time, improving challenge adaptation by 35%.
  • Integrated adaptive time dilation for precise decision-making during high-risk moments, improving reaction success by 50%.
  • Built customizable pathfinding (BFS, DFS, A*) and a gaze system with randomized state transitions to increase replayability.
  • Optimized task-balancing mechanics requiring players to manage in-game progress and workplace deception simultaneously.
Mystic Sands September 2024

Unity, C# · Lead Programmer · Team of 4 · ITI-BelMasry Tech Hackathon - 1st Place · Narrative-Driven Adventure

  • Expanded maze regeneration using Recursive Backtracking, improving generation efficiency by 40%.
  • Integrated graph-based dialogue and quest systems, boosting player engagement by 50%.
  • Created NPC AI with NavMesh pathfinding, increasing responsiveness by 50%.
  • Structured modular UI using Command Design Pattern, reducing update time by 20%.
Dungeon of the Skeletons May 2021

SFML, C++ · Developer · Team of 6 · 2D Platformer

  • Implemented UI, input systems, player animation, and movement systems.
  • Architected collision systems to handle jump states and prevent overlapping.
  • Designed collectibles, progression, hazards, and enemies with patrol and turret behaviors.
  • Managed scene and state transitions for menus, controls, and cutscenes.

Education

Bachelor of Computer and Information Sciences · Ain Shams University · Cairo, Egypt October 2020 – May 2024
Bachelor of Science, Software Engineering · University of East London · London, UK · First Class Honours October 2020 – May 2024

Graduated May 2024. Completed military exemption process July – November 2024 prior to joining Mega Cat Studios.