About Me

Fendi Abou Hassan

Hello, I'm Fendi Abou Hassan, a dedicated and passionate game developer with extensive experience in Unreal Engine, C++, and multiplayer game development. Over the years, I've had the opportunity to work on a variety of innovative projects, from AI-driven gameplay systems to intricate multiplayer mechanics. I specialize in designing and implementing gameplay features that engage players and enhance their overall experience. My expertise includes AI behavior, optimizing game performance, crafting immersive environments, and integrating complex systems to push the boundaries of interactive entertainment. I thrive in collaborative environments, always looking for new challenges to solve and opportunities to create something extraordinary. I'm particularly interested in exploring how emerging technologies, such as AI and virtual reality, can reshape the gaming landscape. As I continue to evolve as a developer, I'm excited to contribute to projects that make a lasting impact on the gaming industry.

My Projects

Experience at IBLOXX Studios. Product: StrayShot

This trailer showcases a game I contributed to during my tenure at IBLOXX Studios. I was responsible for developing AI bots for the Battle Royale mode and designing the entire Team Deathmatch gameplay, including the weapon system, scoring mechanics, and overall game logic. I also led efforts to optimize server performance, ensuring support for up to 50 concurrent players. In addition to my work on Battle Royale game logic and multiplayer functionality, I handled game feature replication and seamless communication with AWS. My role also included server setup and maintenance, as well as resolving critical bugs, all of which were completed within a span of 14 months.

Using AI to Introduce Fable Forge Studio

In this project, I integrated AI with Unreal Engine to introduce Fable Forge Studio and the game they're working on.

Hand IK Rig Using ALS and Unreal Engine

This project demonstrates the update to the ALS system, allowing hands to rest on surfaces in standing or crouching modes, and an AI Companion that follows the player and equips a weapon on approach.

Open World Forest Using PCG

Created a forest in between mountains using Procedural Content Generation (PCG) to generate rocks, trees, and other assets in Unreal Engine 5.4.

Underground Cave: Unreal Engine 5.4 Nanite & Megascans

Created an underground cave environment using Nanite and Megascans in Unreal Engine 5.4 to demonstrate high-performance rendering of complex environments.

Attack System Test

Testing combo attacks with Unreal Engine 5.5 using only C++. Includes ability notifications, power-up abilities, and an attack trail made with a simple ribbon system.

Attack System, Target focus and switching

This video shows the targeting system, targeting an enemy and focusing the attack on them. switching between enemies in the map in a certain radius around the player. The system will target the closest enemy first and then by pressing the switch enemy button you can iterate through all the enemies in a location

Inventory and Crafting System

Inventory component and crafting component created in C++, The system works by comparing the items picked up with the Data tables of all the collectable items and stores the items we pick up in a stack, check out the Video on Item Base and data assets for more

Item Base, Data Tables

In this video we see how the collectable items are set in a data table with all the functionality of the specific item ( Also includes the Gameplay Effect that the Item would have on the player) and added real time mesh update in editor so when being used by level designers they can easily place the items with the correct mesh in the game.

Contact Me

If you're interested in collaborating or want to learn more about my work, feel free to contact me.