Muneeb Atif
Gameplay Programmer with 6+ years of experience
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About
Gameplay Programmer with 6+ years of experience developing gameplay systems in Unreal Engine and Unity. Specialized in AI systems, combat mechanics, locomotion, vehicle systems, and multiplayer features. Delivered 55+ freelance and studio projects with strong client satisfaction and consistent 4.9 ratings.
Experienced in C++, C#, and Blueprint with focus on performance, modular architecture, and scalable gameplay systems. Proven track record in leading core mechanics and system architecture, mentoring developers, and delivering over 50 projects that achieve high client satisfaction ratings. Proficient in C++, C#, and Blueprint, focusing on performance and modular design.
Have expertise in creating, managing and optimizing networking systems, multiplayer replication, handling vast player networks, syncing and replicating data on client and server sides.
Experience
Technical Game Director - AppoDev - United Kingdom
(2025-08)
- Led development of core gameplay mechanics and system architecture to improve game performance and player experience
- Architected gameplay systems and technical frameworks to enhance project scalability and player engagement
- Translated client requirements into scalable production-ready systems, ensuring alignment with project goals and timelines
- Mentor developers while remaining hands-on with C++ and Blueprint development
- Delivered 40+ projects for international clients
- Developed AI enemy behavior systems using NavMesh and behavior trees
- Built vehicle physics and control systems
- Implemented multiplayer-ready gameplay mechanics
- Designed traversal systems including climbing, vaulting, and movement frameworks
Freelance Gameplay Programmer - Freelance - Karachi, Pakistan
(2020-01)
- Delivered 40+ projects for international clients
- Developed AI enemy behavior systems using NavMesh and behavior trees
- Built vehicle physics and control systems
- Implemented multiplayer-ready gameplay mechanics
- Designed traversal systems including climbing, vaulting, and movement frameworks
Gameplay Programmer - Gumble Studio - Remote work, United Kingdom
(2024-01 - 2026-07)
- Designed engaging gameplay systems for diverse gaming platforms
- Collaborated with artists and designers to create immersive game worlds
- Developed and optimized game mechanics for enhanced player experience
- Mentored junior developers in best practices and coding techniques
- Developed game logic and implemented gameplay features using C#, Unity3D, and Visual Studio
- Tested various builds on different hardware configurations to ensure compatibility across platforms
- Analyzed user feedback from alpha and beta testing to identify potential bugs or areas of improvement
- Integrated third-party APIs into the game engine for monetization via virtual currencies, in-app purchases
- Maintained version control systems like Git and SVN for tracking changes in source code over time
- Researched new technologies such as AI algorithms to improve gaming experience for users
- Collaborated with designers to implement engaging game mechanics and features
- Developed complex playable character utilizing design tactics and interactive feedback systems
- Engineered horse controller, focusing on locomotion, arc movement, rotation checks, and decision state trees
- Implemented gameplay mechanics including combat and character movement
- Built gamepad input systems and player control frameworks
- Developed UI logic and gameplay interactions
- Optimized gameplay systems for performance and stability
Gameplay Programmer - Miami Avalon - United Kingdom
(2025-02 - 2025-08)
- Implemented gameplay mechanics including combat and character movement
- Built gamepad input systems and player control frameworks
- Developed UI logic and gameplay interactions
- Optimized gameplay systems for performance and stability
Gameplay Programmer - Black Cat Motion LTD - Remote work, United States
(2026-02 - 2026-04)
- Collaborated with designers to implement engaging game mechanics and features
- Developed complex playable character utilizing design tactics and interactive feedback systems
- Engineered horse controller, focusing on locomotion, arc movement, rotation checks, and decision state trees
