Engine and gameplay systems for VR and multiplayer games.

I'm Ahmad Abdallah. I have more than 13 years of experience in Unity and C#, most of it below the gameplay layer: interaction frameworks, editor tooling, asset and build pipelines, server-authoritative networking. I run Shababeek Labs in Abu Dhabi. We have two titles heading to Steam and a VR toolkit on the Asset Store.

14+ years in Unity Unity Certified Expert Programmer MSc VR Experience Design Abu Dhabi, UAE
01

Selected work

Good Morning, {Employee Name}

Shababeek Labs / Unity / Steam · Quest · PICO · PSVR / 2025–26

Technical lead. Architecture, VR interaction, rendering, build optimization.

A narrative horror game set in a cassette-futurism office block belonging to the Consolidated Dynamics Corporation. I handle the technical side of it. That means the interaction layer level designers build against, a URP dot-matrix shader for the in-fiction terminals, and a lot of time spent getting a scene this heavy to hold frame rate on a standalone headset.

Talaire

Shababeek Labs / Unity / Steam / 2025–26

Networking and gameplay systems architecture

Competitive multiplayer on a flat-earth moon base, where crews keep a failing station running and sabotage each other while doing it. Most of the difficulty is in deciding who owns state. The station is full of shared machinery that several players operate at the same time, and a client-authoritative model falls apart the moment two of them disagree.

GripCraft VR Interaction Framework

Unity Asset Store / C# · OpenXR / 2026

Sole author. Architecture, editor tooling, documentation, support.

A VR interaction framework built on OpenXR primitives instead of on top of XR Interaction Toolkit. The projects that led to it kept running into XRI's assumptions about interactable lifecycle. It covers hand-pose constraints, socket and multi-socket systems and constrained interactables, and designers configure all of it in the inspector.

Damage system Pickup trigger Save loader WRITERS FloatVariable playerHealth.asset SCRIPTABLEOBJECT No scene references. No singletons. Editable and inspectable at runtime. Health bar Screen shader Audio driver BINDERS

ReactiveVars

Open source / C# · UPM package / 2026

Sole author. Architecture, 50+ binders, editor tooling.

The data-sharing layer underneath the rest of my Unity work, pulled out and released on its own. Systems read and write ScriptableObject variable assets instead of holding references to each other, so a UI element and the system feeding it can be built, tested and deleted independently. It ships with drivers, tweening, graph-authored event sequences and JSON-persisted containers.

Earlier & unreleased
2021–2022 Highstreet: Calamity. Core systems re-architecture, and the data-driven interaction framework on a live, large-scale VR product. Case study → 2025– Enterprise VR training simulations. Multiplayer training systems for government and defense clients. Client and imagery under NDA. Case study →
2022 Big Viking Games. Server-authoritative multiplayer on Nakama for a casual mobile title: matchmaking, session handling, server-side state validation, MVC refactor. Contract
2017–2020 Kinteraction. The first VR interaction toolkit I shipped on the Asset Store, back at Kandooz Studio. GripCraft is its descendant. Unity Asset Store
02

What I actually do

Engine & core systems

The layer a team builds on and then rarely touches again. What I care about most here is who owns state and who is allowed to change it. Get that wrong and the codebase stops being workable somewhere in year two.

  • Interaction frameworks on raw OpenXR
  • ScriptableObject-driven data and events
  • Reactive layers with UniRx / R3 and UniTask
  • Architecture reviews on unfamiliar codebases

Editor tooling & pipelines

Most of my tooling work exists so that designers don't have to wait on a programmer to change something. On almost any project it is the cheapest schedule win available.

  • Custom inspectors, editor windows, graph authoring
  • Asset and build pipeline automation
  • Designer-facing authoring for VR interaction
  • Runtime debug and inspection overlays

Multiplayer & performance

Standalone headsets and low-end Android present much the same problem. There is a fixed frame budget, and no way to negotiate it upward.

  • Server-authoritative simulation on Nakama
  • Matchmaking, session handling, state validation
  • Profiler / Frame Debugger / Memory Profiler
  • Draw call, shadow and lighting budgets for standalone
03

About

Ahmad Abdallah

I started in computer engineering and low-level graphics, working in DirectX, OpenGL and CUDA. I came to Unity the way a lot of engine programmers do, wanting to know what the black box was actually doing.

That background still shapes how I work. Over thirteen years it has meant commercial titles at Kandooz, a live metaverse product at Highstreet, server-authoritative mobile multiplayer at Big Viking, and now Shababeek Labs, the studio I founded in Abu Dhabi under a DCT Abu Dhabi licence.

I also taught for about a decade: six years at SAE University College, the last three as head of the department, and three before that at Egypt's Information Technology Institute. I still teach game physics. Having to explain numerical integrators or continuous collision detection to a room of second-years keeps you honest about how well you understand them.

2025–now Technical Lead Shababeek Labs FZ LLC · Abu Dhabi
2022–now Technical Consultant (contract) Toptal · Remote
2022–2025 Head of Development & XR Department SAE University College · Dubai
2022 Senior Developer (contract) Big Viking Games · Canada, remote
2021–2022 Senior Developer Highstreet · Canada, remote
2019–2021 Game Development Lecturer SAE University College · Dubai
2017–2020 Senior Game Developer Kandooz Studio · Egypt
2015–2018 Technical Supervisor & Lecturer Information Technology Institute · Egypt
04

Contact

Open to lead and senior engine / gameplay roles, and to consulting engagements through Toptal. Fastest way to reach me is email.