Karim William
UNREAL ENGINE 5·C++·MULTIPLAYER SYSTEMS
I write the code that makes bosses hit hard and servers hold the line. Currently building multiplayer combat at Psycho Ravens, and solo-coding a souls-like boss rush of my own.
I'm a gameplay programmer who has shipped Project Unknown, a Steam co-op horror title sitting at Very Positive, built the server-authoritative combat backbone for an unannounced PvP title, and solo-coded Crown's Trial from an empty project file to a playtest build on Steam. My focus is systems that hold up under real players: replication, AI, and procedural generation that doesn't fall over in production. B.Sc. Computer Science, The German University in Cairo. Based in Giza, Egypt.
Project Unknown
An online co-op horror game about exorcising ghosts as a team of specialists. I built the GAS-driven progression and skill trees, a persistent account backend, and a dynamic hide-and-seek enemy AI that finds its own hiding spots with no manual tuning per level.
Unannounced Title
Currently building the multiplayer PvP combat for an unannounced title: server-authoritative and client-predicted, with lag-compensated hit registration and large-scale procedurally generated worlds. Details under wraps until it's ready to show.
Crown's Trial
A souls-like boss rush where every boss is a warrior pulled from a different era of history: crusaders, samurai, gladiators, and more. I coded the entire game from inception: combat, boss AI, UI, and a self-authored ability system, while my brother handled the art.
Languages
Engine & Tools
Systems
Open to gameplay and engine programming roles. I'll get back to you quickly.