Emerging gameplay programmer passionate about building stable, performant and engaging player mechanics and gameplay systems.
A first-person experience showcasing a custom implementation of the Boids algorithm. From a submerged lounge, players can observe schools of fish swimming throughout the environment while exhibiting emergent flocking behaviors.
The simulation combines separation, alignment, and cohesion steering behaviors with obstacle avoidance and Perlin noise steering to create more natural and organic aquatic motion. The obstacle avoidance system uses directional sweep testing to evaluate alternative paths around environmental geometry, allowing agents to navigate the space while maintaining believable flocking behavior.
Multiple spawning locations are used to encourage natural clustering and species-specific movement constraints ensure smaller fish remain closer to the observation lounge so they are more visible to the player.
To support larger numbers of agents, neighbor queries are accelerated using a spatial partitioning grid, while batched spawning and hardware-scaled population counts help maintain performance across different systems.
Originally developed for a collaborative game project, this sliding cube puzzle system features grid-aware movement, surface validation using line traces and physical materials, and interface-based puzzle completion logic.
The puzzle system is intentionally implemented using deterministic movement logic rather than physics simulation to provide predictable, grid-like puzzle interactions and precise control over gameplay behavior.
Environment art and visual polish shown at the end of the video were created by the project's graphics team.
A modular enemy wave system supporting data-driven wave definitions, trigger-based encounter activation, and scalable enemy spawning logic.
The system includes NavMesh-based spawn validation with player-distance checks and enemy spacing rules to ensure valid and fair spawn placement in gameplay space.
The event-driven wave progression, using delegates, timers, and gameplay triggers, enables customizable encounter design and pacing, and the implemented VFX and SFX hooks aid in creating a gameplay flow with immersion and awareness.
Designed and built as one of the features in a collaborative game project.
A work-in-progress, this first-person gameplay prototype includes a player character with sprinting, crouching, jumping with a custom landing camera dip effect, and stamina drain and regeneration with a HUD integration.
Character animation is driven through a custom Animation Blueprint and Blend Spaces, integrating animations sourced from multiple external libraries.
The prototype also features an interface-based interaction system with visual interaction feedback.
Unreal Engine editor plugin for inspecting Object and Trace collision channels and quickly retrieving their corresponding C++ enum values directly inside the editor.
Built using Slate and the Unreal Editor module framework, the tool integrates into the Level Editor menu system and dynamically reads collision channel enum data. The plugin also supports clipboard copying to streamline gameplay and systems programming workflows.
Game development student with a background in web development. Currently focused on game development in C++ and Unreal Engine, with experience in gameplay systems, AI, multiplayer architecture, and VR. Comfortable working independently and in teams.
Itch.io: faridhadi.itch.io
GitHub: github.com/farid-hadi
LinkedIn: linkedin.com/in/farid-abdulhadi
Email: farid.abdulhadi@gritgames.se