
Game Developer
Le développement de jeu est la véritable passion de Zain. Au cours de son travail chez X on Board, il a acquis de l'expérience dans la supervision d'une équipe de développement de jeux, en travaillant avec des modélisateurs et des ingénieurs 3D. Il a également travaillé sur un autre projet pour le même studio en tant que chef de projet sur un énorme jeu à venir.
Zain a cofondé Sigmund, une plateforme unique de business intelligence qui aide les entreprises à relier leurs propres données sur le comportement des clients avec des données du monde réel pour apporter une intelligence contextuelle et soutenir le processus de prise de décision. Elle a été sélectionnée comme l'une des 10 meilleures startups de 2017 par Jusoor.
Il est également membre de l'Investment and Finance Club, où il participe aux réunions annuelles, aux ateliers et aux événements spéciaux.
Ses activités et réalisations comprennent, entre autres:

Directed the design and development of a story-driven RPG set in the 13th-century Middle East, focusing on historical accuracy and cultural immersion.
Led team of 2 developers and 3 artist throughout the process of Alpha.
Implemented innovative monetization strategies, including DLCs, extra content packs, and limited edition collectibles.
Created compelling narrative arcs and character development, bringing the epic journey of Baybars I to life.
Successfully launched a promotional campaign, achieving 1 million views and over 30,000 followers across social media platforms.

Developed a 3D pipeline in C++ to integrate with Unity for a leading holographic display manufacturer.
Created Percentage Return to Player systems to ensure player rentention.
Collaborated with a team of three and the algorithm team to advance holographic display technology
Created and presented a cutting-edge holographic display demo at CES, showcasing the technology's capabilities.
Introduced game development to the talent pool
Created and hosted interactive workshops and webinars, explaining key concepts and providing hands-on experience in game development with UE4 and C++;
Conducted 30 technical interviews for game developers, Unity developers, and Unreal;
Engine jobs over 3 months Devised a one-stage technical interview, utilizing Unity 3D, UE4, and C++ tasks, to pinpoint top game development talent;
Shared my experience with the company’s six client managers which helped them land game studio’s clients.
Led, managed and technically trained Three people programming team over 16 months Fostered skill acquisition through review sessions and collaborative mini-projects, enhancing team productivity and integration;
Created AI system from scratch that handles packs, needs system, aggressiveness and moving throughout various terrains over 6 months, using Behavior trees and Environment queries;
Built an inventory system from scratch that allows picking, dropping, using and changing position in back bag over 3 months of time, using C++ and UI widgets;
Created custom movement mechanic that allowed for traversing through any terrain filled level with climbing and wall jumping over 5 months, using C++;
Setup 5 processes in collaboration with other 3 teams, internal and external, of 3 people each Cross-managed these teams while aligning with overarching business objectives;
Operated within an average quarterly budget of $250,000, prioritizing resource allocation to maximize ROI;
Helped the company close an investment round of 600k+$ during my first quarter with the company. Spearheaded the creation of a robust game prototype using UE4 and C++, showcasing team skills and project potential, and led technical investor talks, securing $600K+ in Q1 funding.
Designed and developed 3 Mobile Games for 3 clients, with average budget $2000;
Managed problem solving and communication with 4 engineers in a studio with 2 live games;
Designed and implemented 300 UI elements for games to match with the Game;
Design Document provided Met with 3 clients weekly and handled feasibility discussions and negotiations.



Wrote code for two games more than one year, using unity 3D;
Implemented graphics, sounds, interfaces, Level Spawning, etc;
Regularly researched demographics and statistics relating to the game to determine type of game play to use;
Created the Demo which was showcased to 5 investors and landed the company funding of $11000;
Oversaw the testing of the game over 2 months to determine whether it is up to standards;
Acquired funding for 2 games created for the company from the Fredrick Newman foundation in German.




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