Ibrahim Akinde
Senior Gameplay Programmer (Combat, Weapons)
About
I'm an avid explorer of my passions - game design, music composition, cinematography, game programming, UI design and technical animation. I love expanding my skill set, and experimenting with the new and proven.
Nigeria
Lagos State
Computer Games
Debugging, Combat Engineering, Executive Management, User Interface Specifications, Open Innovation, 1-4 Units, Strategic Insights, A-Frame (Virtual Reality Framework), User Experience (UX), Plugins, Checklists, Design Development, Activations, User-centered Design, Design, Software as a Service (SaaS), Unreal 3, Technical Support, User Interface Programming, English
Experience

Senior Gameplay Programmer (Combat, Weapons)
Universi LLC, Australia
• Utilized C++and Blueprints in developing the Darkflow IP • Responsible for various sectors of development including Combat, AI, and UI • Optimized code for efficient resource utilization. • Participated in brainstorming sessions to discuss design improvements and solutions. • Ensured compliance with industry regulations regarding content creation processes. • Provided technical support to the team during development cycles. • Researched cutting edge technologies related to game development. • Collaborated with designers, artists, animators, sound engineers in creating games. • Integrated third-party libraries into existing project using APIs. • Implemented game design using multiplayer architectures, replication, and client-server models. • Debugged and troubleshot various bugs including issues with memory management and multi-threading.

Combat Designer
Deux Nii Studios
Lagos State, Nigeria
Responsible for designing all Combat mechanics for Stencil of Judgement IP; Responsible for AI, VFX, SFX, Voice-overs and Animation pipelines and implementations; Responsible for designing game modes and game manuals and tutorials; Responsible for Store Listing, Marketing and Recruitment

Senior Frontend Developer
HYPERSONIC LABS, INC.
• Successfully implemented User Interface designs in Unreal Engine to enhance user experiences • Ensured the seamless integration of UI elements to create an engaging and user-friendly interface • Collaborated with the design team to bring creative visions to life within the Unreal Engine environment • Contributed to a visually appealing and intuitive UI design that improved overall user satisfaction • Demonstrated a strong commitment to ensuring the UI met design specifications and provided a consistent, high-quality user experience • Participated in QA sessions for bug detection

User Interface Engineer
• Oversaw the successful implementation of various User Interface modules, encompassing front-end menus, HUD elements, animations, transitions, UI materials, and UI visual and sound effects • Contributed to the development and enhancement of frontend components for various game modes, such as Home, Options, Friends, Roster, and Character Details, ensuring a seamless user experience

Design Consultant
• Conducted comprehensive analyses of combat scenarios, resulting in the optimization of resource allocation and operational efficiency • Played a key role in evaluating emerging technologies and trends to stay at the forefront of combat design advancements • Offered valuable insights during decision-making processes, leading to more informed and strategic choices in combat design • Maintained up-to-date knowledge of industry standards and regulations, ensuring compliance in all combat design projects

UI Developer
Tasked with the production of a completely modular framework for the user interface, implementation of the interface art assets and preliminary backend connections to the underlying game code for the Cradle of Sins VR MOBA title. Implemented the User Interface from start to finish.

User Interface Engineer
• Designed and constructed a highly modular framework for the user interface, ensuring seamless integration with the Cradle of Sins VR MOBA • Executed the complete implementation of the user interface, from its initial concept to the final, polished version

Unreal Engine Marketplace Creator
Freelance
Remote
https://www.unrealengine.com/marketplace/the-targeting-system

Technical Game Designer
Indie Game Designer
- Documentation of entire Game Design pipeline in Design Document. - Design of gameplay systems - combat, role-playing elements, user interface systems, audio systems - Prototyping of designs with gameplay programming (C++/Blueprints in Unreal Engine 4) Adrayvia is an action role-playing game set in a fictional world where three factions engage each other in a war that defines the fate of all Adrayvia, and the Beyond. Game Mechanics: Combat Design: The combat in Adrayvia is designed for fluid transitions and extensive customization. Players can switch combat styles and weapons during combat, as well as configure their personal moves through the respective interface even mid combat. Moves can be acquired through a number of ways like learning from NPC Masters or purchasing special scrolls from stores. A select number of very skilled players can also reach the Master rank, and these players can also take on a number of disciples to share their secret techniques with. Feints, parries, melee and ranged attack tiers, launchers, special techniques, and evades form the core of combat, with deep RPG elements and trade to personalize and develop characters. Team Combat allows players to fight as allies in co-op or PvP against other groups on missions in multiplayer, and also allows switching among up to 4 characters in single player.

The Art of Combat
Indie Game Designer
-
The Art of Combat is designed entirely in blueprints as a plug and play solution for combat designers. Features: • Singleplayer and Multiplayer Support • Moveset Control Component - Switch entire movesets with changes in weapon types! • Attack systems with multiple chaining sequence types • Several input types • Special attacks • Tracing components • Parry and counter systems • Damage dealing and receiving systems • Feint system • Two targeting systems - Lock on and APR • RPG elements • Simple material instancing system • Hit system • Player control and AI control systems • Perception systems • Projectile systems • Animation blueprints (default is the Epic Skeleton Rig) • Montage setups • 3D widgets • Parent-child hierarchies • Simple emitter system for notifies • Game instance

UI Developer
ER Studios
Remote

User Interface Engineer
• Enhanced user interface design by creating intuitive navigation and interactive elements, resulting in increased user engagement • Troubleshot and resolved complex frontend issues to ensure seamless functionality and a bug-free user experience • Implemented modern web technologies and best practices to maintain code quality and improve overall application reliability • Contributed to user-centered design improvements, making the application more user-friendly and intuitive
Education
Computational Science
Ibrahim Akinde's Contact Information
Phone
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