Character systems, cameras, combat animation logic.
Unreal Engine 5 · C++
Realtime Production
Live broadcast engineering, build pipelines, shipping under pressure.
OBS · Packaging · Pipelines
// 02 · SELECTED WORK
Technical Artist Intern · ZNTRX Studio · 2026
Nine weeks inside a Saudi studio's production team, working across animation, engine code, and shipping. The contract ended in August 2026. I stayed on past it to finish the locomotion and tooling work.
First-Person Body & Rendering
Problem. The player needed to see their own body (hands, tools, shadow) without classic first-person rendering artifacts.
Built. Reworked the first-person rendering path: a dedicated arm mesh with bone-hiding, rebuilt camera and body-chain hierarchy, world-space shadow casting for held tools and gear, and cinematic camera behaviors: spring-arm lag, sprint FOV, camera shake.
UE5 · C++ · AnimBP
Locomotion Overhaul
Problem. Legs driven by input state, not motion: feet skated, sprints misread, steps popped the camera.
Built. Rebuilt locomotion velocity-first on the Game Animation Sample set: speed curves baked into the clips, stride warping, blendspace samples on true velocity circles, a tuned crouch set, and C++ step smoothing that eases the camera over steps.
UE5 · C++ · Blendspaces
Creature Systems
Problem. Animators needed to pose and fix creature animation directly in-engine, in both directions.
Built. FK control rig with forward and backward solve, plus full skeletal-mesh migrations: physics assets, blendspaces, and animation blueprint rebuilds. Projectile hits now read the physics asset as the hitbox instead of a single collision primitive.
UE5 Control Rig · Physics Assets
Combat & Tool Animation Systems
parriedwindow open across 7 frames
Problem. Melee had to read crisply in first person: parries, strikes, and hand-offs between held tools.
Built. Montage-section-driven parry with hitbox windows, per-tool wall blocking that pulls the held tool in and gates firing, a tool-head hand-off system, left-hand IK reworked onto baked IK bones, and a correctness sweep: no invulnerability leaking past a holster, no interrupted action leaving the player locked out.
UE5 · C++ · Montages · IK
Death Sequence & Cinematics
Problem. Death cut straight to a menu the frame health hit zero: no weight, no aftermath.
Built. A full death flow: cinematic with hand-keyed head animation and an eye-decay treatment, the menu held until the cinematic finishes, and the stage sequence looping behind it as the menu background. Separately, renderer-comparison stills for marketing through Movie Render Queue.
UE5 · Sequencer · Movie Render Queue
Pipeline & Tooling
Problem. A version-control cutover mid-production, with in-flight work to carry across.
Built. Migrated the team's version control to Diversion: conventions, machine setup guides, and salvage kits so in-flight work survived the move. Built a cheat manager for repeatable testing, wired automation-test hooks, and kept shipping unblocked: cook and packaging fixes, redirectors, batch renames.
Live streaming engineer for the Saudi Muaythai Federation's flagship national event, the Kingdom Championship, in 2024 and 2025, returning the second year as primary technical lead. Two simultaneous ring streams, a five-person broadcast crew directed on the floor, real-time match data integrated on air.
2 simultaneous live streams5-person crew directed35,000+ cumulative viewsrealtime match data
// 05 · ABOUT
About
I'm a Saudi technical artist from Dammam. I started on the engineering side with C++ and gameplay systems, then worked backward into the art pipeline: rigging, animation, and the connective tissue between disciplines. I study character rigging and animation at The Gnomon Workshop, and I'm finishing my Software Engineering degree at PMU, class of 2027, building inside the Kingdom's growing games industry. Arabic and English.