Stencil of Judgement character art

Combat Designer
&
Gameplay Systems Programmer

Ten years forging in Unreal Engine. Wields melee combat that cuts clean, interfaces that move like water, and AI that hunts with intent. Keeper of a marketplace armory wielded by thousands of developers.

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Capabilities

Skills & Expertise

Combat Design

Melee systems, skills, parries, counters, executions. Combat that feels sharp, readable, and fair. Built with Advanced Blueprints (Gameplay, Combat, GAS, Architecture) and C++ (Gameplay, UI, GAS), including shipped C++ marketplace plugins.

UI Engineering

Front-end for shipped titles on PC and PlayStation 5: lobbies, matchmaking, stores, settings, character select, victory/defeat flows and UI animation. Common UI and Enhanced Input.

AI Programming

AI/NPC design with State Tree, Behavior Tree, Smart Object and C++. Opponents that flank, defend, and punish, with aggression and difficulty behaviors.

Auxiliary

Agile Project Management

Scrum and sprint-based workflows in fully remote teams: Jira, Notion, Confluence, Trello. Comfortable with standups, sprint planning, reviews and async collaboration across time zones.

Version Control

Git, Perforce, Subversion, Plastic, Anchorpoint, Diversion. Branching workflows, code reviews and large binary asset management.

Portfolio

Featured Work

Selected projects across combat design, UI engineering, and gameplay systems. Every clip below is real, in-engine work.

Predecessor

PC · PlayStation 5
Front-End UI Programming

Responsible for the front-end implementation: sign in/sign up, lobby, home, social tabs, character select, victory/defeat screens, settings, matchmaking, and game modes.

Iteration on Character Selection and Animation
Required updating the pipeline to include Adobe After Effects sprites, Media Textures and Timeline animation in Unreal UMG, plus optimization.
Store Tooltips and Items
Data-driven store UI: item grids, rarity styling and hover tooltips built in UMG and bound to live item data.
Quick Match
Quick Match flow: queue states, party size handling and server selection wired into the matchmaking backend.
Testing Multiplayer Clients
Multi-client session testing: verifying lobby sync, ready states and match handoff across simultaneous clients.
Home and Play Screens with Animations
Home and Play hub with animated transitions, focus navigation and full controller and keyboard support.
Game Modes into Waiting For Match
Game mode selection flowing into the queue: state-driven screen transitions without redundant widget rebuilds.
Waiting For Match into Character Select
Match-found handoff into character select: timed lock-in, hero grid and pick state synchronization.
Various Settings
Settings suite: video, audio and control tabs with apply/revert logic and persistent user configuration.
Victory Screen After Match with Animations
End-of-match victory sequence: result reveal, animated stat panels and the return-to-lobby flow.
Experimenting With Fluid Live Backgrounds
R&D on animated live menu backgrounds using Media Textures and materials while keeping UI thread cost low.

Tide Turn

PC · Steam
UI Programming & Optimization

Rebuilt the in-game shop from grids to list views, implemented UI animation, and optimized UI performance.

Architecture Change to List View
Rebuilt the in-game shop from grid widgets to list views, simplifying navigation and reducing widget count for performance.
UI Anims 1
Interaction and transition animations across the shop flow, tuned for responsiveness on low-end hardware.
Unlocked Reward Anim
Reward unlock moment: a celebratory animation sequence designed to make progression feel earned.

Cradle of Sins

PC · Steam · VR
UI Engineering

Principal UI engineering on the front-end, including game modes, settings, animations and transitions.

Cradle of Sins: UI Showcase
Front-end UI across game modes: menus, transitions and animation working in both flat-screen and VR contexts.

Stencil of Judgement

Melee & Magic Looter-Slasher
Combat Design · Tutorial Direction

Combat design across skills, evades, parries, counters, executions and AI. Also directed the tutorial.

Stencil of Judgement: Overview
Full combat overview: melee flow, skills, evades, parries, counters and executions in a single run.
Combat Design Showcase 1
Core melee loop: attack strings, cancels, hit reactions and impact feedback tuning.
Combat Design Showcase 2
Weapon skills integrated into the base kit, with target switching under pressure.
Combat Design Showcase 3
Encounter pacing: mixing basic strings, skills and mobility against multiple enemies.
Skill Showcase: Ice Lance
Skill design: a piercing projectile with freeze buildup, cast timing and readable VFX telegraphing.
Skill Showcase: Double Down
Skill design: a two-stage gap-closer with follow-up windows that reward commitment.
Skill Showcase: Raigeki
Skill design: a lightning strike used for area denial, with armored cast frames.
Skill Showcase: Thousand Cuts
Skill design: a multi-hit flurry balancing burst damage against animation commitment.
Evades and Dodges
Evade system: directional dodges, invulnerability windows and recovery frames tuned for readability.
AI, Executions, Parries, Counters, Skills
Live sparring against combat AI: parry and counter exchanges, executions and AI decision-making mid-fight.

Bewitching

Unseen Room
Combat Designer · UI Developer

Combat design and UI development: parry and block systems, boss combat testing, and a player-facing combo customization menu.

Parry, Block, Boss Testing
Parry and block mechanics tested live against a boss encounter.
Parry Window Setup
Tuning parry timing windows: startup, active frames and punish opportunities.
Combo Customization Menu
Player-facing combo customization menu: assembling attack strings through UI.

Neon Veil

Combat Designer · Programmer

Combat and movement mechanics: melee attacks, blocks and parries plus traversal systems like rolls, wall bounces and wall climbs.

Melee Attacks, Heavies and Parries
Core melee kit: light and heavy attacks with parries integrated.
Block Mechanic
Block mechanic: damage mitigation, block stun and guard feedback.
Roll Mechanic
Roll mechanic with movement canceling and recovery tuning.
Wall Bounce Mechanic
Wall bounce traversal feeding back into combat mobility.
Wall Climb Mechanic
Wall climb: detection, mantle handling and camera behavior.

Fracture Brink

Pisele GmbH
Combat Designer · AI Programmer

Combat design and AI programming with modern Unreal tooling: State Trees and Rewind Debugger driven iteration.

Investor Showcase
Combat slice prepared for an investor showcase.
Live AI Testing with Rewind Debugger
Live AI testing using the Rewind Debugger to inspect behavior frame by frame.
AI State Tree Design
AI State Tree design: authoring states, transitions and combat decision logic.

Darkflow

Combat Design · Gameplay Systems · AI Programming

Weapons, encounter systems and a full roster of combat AI: bosses, companions, drones and gunships.

Weapon Showcase: Rifle
Rifle feel pass: recoil, spread, muzzle feedback and hit response.
Opening Salvo
Opening engagement: weapons, enemies and encounter flow working together.
Last Stand and Damage System
Last Stand mechanic wired into the damage system.
Grenade Launcher
Grenade launcher: arc, bounce and detonation tuning.
3D Radar Launcher
3D radar system tracking targets in world space.
Surface To Air Tech
Surface-to-air weapon tech: lock, launch and intercept logic.
Projectile Bounce, Pickup, Swap and HUD Systems
Projectile bounce, weapon pickup and swap, and the supporting HUD systems.
Last Stand Mechanic
Last Stand: downed state, revive window and player feedback.
AI Boss Design and Debugging
Boss AI design and a live debugging session.
AI Bosses Prelim Testing
Preliminary testing of boss AI encounters.
AI Companion Combat Design
Companion AI designed to fight alongside the player.
AI Flanking And Cover
Flanking movement and cover selection behavior.
AI Drone Hacking
Drone hacking interactions and the AI response.
AI Drone Tech 2
Drone AI tech iteration: movement and engagement.
AI Drone Tech 3
Further drone AI iteration.
AI Gunship Tech
Gunship AI tech: movement and attack patterns.
AI Gunship Tech 2
Gunship AI tech iteration.
AI Gunship Tech and Navigation
Gunship AI navigation through the environment.
AI Gunship Bombs
Gunship bombing run behavior.
AI Gunship Bombs 2
Bombing behavior iteration.
AI Ship Anti-Gravity Test
Anti-gravity ship AI test.
Modular AI Missile Rack
Modular AI-driven missile rack system.
Flanking System
The Flanking System driving squad AI movement and positioning.
Track Record

Shipped Titles

Predecessor

PC · PlayStation 5

Cradle of Sins

PC · Steam

Six Temples

PC · Steam

Tide Turn

PC · Steam
FAB / Unreal Marketplace

Marketplace Products

13+ published products. 1000+ downloads. Monthly Unreal Engine Sponsored Content, May 2020.

Featured Products
The Targeting System (C++ Plugin)

The Targeting System (C++ Plugin)

★★★★★ 5.0 (3 reviews)

C++ plugin variant of The Targeting System. Customized, directional targeting in UE, completely networked and multiplayer ready.

"More than 1000 downloads and finally a review. Looks good and it's free!"x3008k
The Targeting System

The Targeting System

★★★★★ 4.6 (66 reviews)

Complete targeting solution, networked and multiplayer ready. All functionality in a single plug and play component. Monthly UE Sponsored Content, May 2020.

"No Competition! I have 3 other Lock On Systems and none compare to this. This one out of the box did exactly what I needed! Easy setup. I have many of this author's assets and they are great quality. Highly recommend!"ampcoppo
The Art of Combat

The Art of Combat

★★★★☆ 3.5 (47 reviews)

Plug and play combat solution: multiplayer support, responsive hit/evade systems, parry and counter mechanics, feint system, targeting, RPG component.

"Beautiful! Very high quality animations, that price is such a steal."Alid0n
Close Combat Animset

Close Combat Animset

★★★★★ 4.7 (34 reviews)

High quality melee combat animations optimized for mobile and PC. 46 in-place and 33 root motion animations for fighting games, RPGs and more.

"Quality animations for a great price! Animations are smooth, great for prototyping too."Vasco Bento
Hand Seal Animset Vol 4

Hand Seal Animset Vol 4

★★★★★ 5.0 (2 reviews)

24 modular animations for 12 hand seals plus 12 poses. Ready to Seal, Seal to Ready, and Idle sequences. 25 montage examples on the Epic skeleton.

"These packs are truly a gem. Ibrahim captured a niche interest and executed perfectly."jsamuelsteele
More Products
Simple AI Combat Component

Simple AI Combat Component

★★★★★ 5.0 (1 review)

Modular pack for quick combat design iteration. AI melee combat, aggressiveness, defensive stances. Multiplayer ready.

Context-Aware Interaction System

Context-Aware Interaction System

★★★★★ 5.0 (2 reviews)

Context-sensitive interactions: actors engage dynamically with interactables based on proximity, facing direction, and custom parameters.

The Flanking System

The Flanking System

☆☆☆☆☆ No rating yet

Modular flanking for AI characters, multiplayer ready. AI can move, flank targets, attack and defend with custom animations.

The Minimal Icons

The Minimal Icons

★★★★★ 5.0 (2 reviews)

Clean, minimal icon set for game UI.

"Everything promised was delivered with great support!"OR29sySop
The UI Menu

The UI Menu

★★★★★ 5.0 (2 reviews)

Modular GUI system for building complete game menus fast.

"Severely under priced. I cannot believe this Modular GUI System is priced so low."TechJoe
Hand Seal Animset Vol 1

Hand Seal Animset Vol 1

★★★☆☆ 3.5 (2 reviews)

Hand seal animations for jutsu-style casting systems.

"Took a little work to get them retargeted but all the animations look great."Ajx33
Hand Seal Animset Vol 2

Hand Seal Animset Vol 2

☆☆☆☆☆ No rating yet

Second volume of modular hand seal animations.

Hand Seal Animset Vol 3

Hand Seal Animset Vol 3

★★★★★ 5.0 (1 review)

Third volume: 24 hand seal animations with sequences and poses.

Jutsu Activations Vol 1

Jutsu Activations Vol 1

☆☆☆☆☆ No rating yet

Jutsu activation animations for anime-inspired combat systems.

2015 — Present

Contract Experience

Combat Designer / AI Programmer

Pisele GmbH (Fracture Brink)
April 2026 – June 2026

Combat Designer / Programmer

Neon Veil
January 2026 – May 2026

Combat Designer / UI Developer

Unseen Room (Bewitching)
January 2026 – March 2026

UI Consultant

Stanion Studios
April 2025 – June 2025

Senior Game Programmer

Universi
September 2024 – February 2025

Principal Unreal Engine UI Developer

Hypersonic Laboratories
October 2022 – January 2024

Unreal Engine UI Developer

World Spark Studios
December 2022 – February 2023

Introduction to Unreal and C++ Module Lecturer

Pulse College
October 2022 – January 2023

FrontEnd / UI Developer

Omeda Studios (Predecessor)
November 2020 – April 2022

Combat Design Consultant

Eddaheim Studios
January 2021 – February 2021

FrontEnd / UI Developer

Unreal24 Solutions
May 2021 (6 months)

Front-End / UI Developer, AI & Gameplay Programmer

Exiled Republic Studios
November 2020 (4 months)

Front-End / UI Developer

5th Cell Studios
2019 (4 months)

Combat Programmer, Systems Integrator, Network Programmer

Maya Virtual Inc (Six Temples)
May – June 2019

Gameplay & UI Programmer

Grassroots Studios
2018 / 2019

Gameplay / Systems Programmer

Deadlift Studios
2018

Combat Designer / Programmer

High Level Studios (Project Arena)
2018

Gameplay Programmer

Last Ninja Standing
2017 / 2018

Combat Designer

Vekro Studio S.R.L (Paragon Project)
2017

AI Designer / Programmer

Dinosaur Battlegrounds LLC
2016 / 2017

Combat Designer

Ethos LLC (Project Ethos)
2015 / 2016
Open Source

GitHub Repositories

What Teams Say

Testimonials

"Ibrahim's deep understanding and innovative application of UE tech elevated our game's visual and interactive elements, enhancing the overall user experience."

Gurmeet Singh Anand, CEO Omeda Studios
robbie@omedastudios.com

"Ibrahim easily finds solutions to various challenges and excels in generating innovative ideas."

Nina Pykhtina, Senior UI/UX Designer
hello@pykhtik.me

"After joining our small team, Ibrahim quickly became an invaluable asset to our organization. His technical proficiency, innovative mindset and commitment to delivering high-quality work have consistently exceeded our expectations."

Jack Kim, CEO Hypersonic Labs
maker@helixmetaverse.com

Professional CV

Full experience, education, publications and shipped work in one document.

Download CV
Availability

Get In Touch

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ragnar9805

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