top of page

Software Engineer | Technical Game Designer
 
Excell_PFP_BW_Blue_Border.png

From working with Amazon game studios, AWS, and indie game development, I specialize in programming gameplay systems, tool engineering, networking and game design. With a passion for creating immersive experiences, I strive to push myself to be a better engineer daily.

My journey as a game designer and software engineer has been filled with exciting challenges and rewarding achievements. I believe that every project is an opportunity to learn and grow, and I approach each one with enthusiasm and dedication. I am constantly seeking new ways to innovate and create memorable gaming experiences.

Take a look at my portfolio to see some of my past projects, and feel free to reach out if you have any questions or collaboration opportunities.

Ragui Halim, Software Engineer - AWS Route 53

I had the privilege of mentoring Excell as an AWS Route 53 intern for 2 consecutive summers.
With guidance, Excell demonstrated the ability to comprehend complex problems, effectively communicate with different teams to collect design requirements, design solutions to the problems, and successfully implement them. Excell designed and implemented a system in 2022 that is now being used, as part of a larger system, to protect Route 53 customers against DDoS attacks.
Excell's dedication and adaptability make him a valuable asset to any team, and I am confident in his potential to excel in future endeavors.
HOME-AGS-logo2.webp
Server Engineer

 

Optimized gameplay replication systems in C++ to improve server performance and the player experience.​

 

Reduced client bandwidth usage by 80% on high-traffic components.​

 

Collaborated with server teams to debug network synchronization issues across gameplay systems.

 

New World shipped to PC, XBox, PS5

On The Level Studio


Technical Game Designer
 
imagedl.png

 

Building systems, tools, and gameplay mechanics for Fence​​

imagexssd.png

 

Created Tooling to speed up the creation, management and Design of missions by 90%.


Personal Projects
 


Convergence Point
 

Dive into my senior design capstone, a 2D rogue-lite where you control a parasitic fragment of an alien hive mind. This post-mortem documents the gameplay systems, procedural generation, and technical challenges I solved to bring the prototype to life. Explore how the mechanics, AI, and level design interconnect.


Conquest Battle System
 

A modular combat framework I’m actively building on top of GAS, designed for multiplayer and designer-focused ability creation. The system supports archetypes, weapons, and fully replicated abilities, demonstrating scalable architecture for RPG combat mechanics.


The Adventure Awaits
 

A 2D platformer prototype built to explore movement, camera, and player feedback systems in Unreal Engine. I implemented variable jump, double jump, coyote time, and other platformer mechanics to create responsive and polished gameplay. See how experimentation with core systems informs design.


Tales Of The Hollow
 

My first large-scale Unreal Engine 5 project, combining Blueprint and C++ to build multiple gameplay systems from scratch. Though the full game was shelved, the project showcases technical design, tools, and system architecture for future projects. Discover the engineering behind the gameplay.

image (1).png

Certified

Skills & Awards

bottom of page