Shadi Muklashy
Game Development Cross-Platform UI Engineering Frameworks Data-Driven Modular Components Unreal Engine UMG Blueprints Unity UI Toolkit UGUI C#I'm a game developer with 15+ years in the industry and a focus in UI engineering. My work has spanned the range from AA/AAA to fully-independent, self-published cross-platform indie titles. As a lifelong musician and lover of sound design, I have often worn many hats on dev teams, but my specialty is decoupled, clean, data- and event-driven, modular UI engineering.
Education
Bachelor's Degree, Computer Science
University of California, Santa Barbara
1998 - 2002
University of California, Santa Barbara
1998 - 2002
Experience
Senior UI/UX Engineer
Heart Machine
March 2023 - Present
Heart Machine
March 2023 - Present
- Project: Hyper Light Breaker, an open-world, procedurally-generated roguelike
- Unreal Engine 4, UMG, Blueprints, Common UI
- Built the UI for all user-facing frontend interactions (out-of-game, dialogs, modals, menus, helpers, localization, preferences, inventory screens, title screens, etc)
- Built the event-driven, decoupled, in-game UI and HUD (player info, map+radar, pause screens, queued notifications, gear, stats, etc)
- Ensured cross-platform certification compliance (PC, Steam Deck)
- Provided some additional UI support for Possessor(s) on its final path towards gold master
Senior UI Engineer
Player First Games / Warner Bros.
November 2019 - February 2023
Player First Games / Warner Bros.
November 2019 - February 2023
- Project: MultiVersus, a free-to-play platform fighter with Warner Bros. characters
- Unreal Engine 4, UMG, Blueprints, pre-Common UI
- Built the architecture and systems of the UI frameworks for all user-facing frontend interactions (out-of-game, dialogs, modals, menus, helpers, blueprint interfaces, focus context management, input controls, virtual analog cursor)
- Built the event-driven, decoupled, in-game UI and HUD
- Ensured framework interactions support all devices and platforms, and pass certifications
- Built frontend interfaces that used the frameworks according to UX design specs
- Extended the UI frameworks to support engineers, including designers' needs for gameplay-related features
Game Developer, Founder
Sombr Studio
June 2014 - Present
Sombr Studio
June 2014 - Present
- Unity, C#, UGUI
- Solo-developed Invisigun Reloaded, the first published title under Sombr Studio
- Handled all programming, netcode, sound design, and game art
- Handled cross-platform porting, localization sub-contracting and integration, certification, publishing, and marketing (Steam, iOS, Nintendo Switch, Sony PS4)
- Successfully Kickstarted and exhibited at game conventions (PAX, SXSW, EVO) leading up to launch
User Interface Designer & Engineer, Sound Designer
Adhesive Games / Meteor Entertainment
October 2011 - June 2014
Adhesive Games / Meteor Entertainment
October 2011 - June 2014
- Project: Hawken, a free-to-play multiplayer mech combat game
- Unreal Engine 3, Scaleform, ActionScript 3
- Designed and developed the complete in-game UI experience, including the cockpit panels, HUD, maps, and notifications using Flash/ScaleForm and ActionScript 3
- Sound designed and integrated a vast array of immersive audio events including weapon fire, weapon and mech transformations, level ambiences/soundscapes, and UI interactions
- Co-composed the complete original soundtrack
- Provided graphic design for in-game and UI elements, as well the company logos for Adhesive Games and Meteor Entertainment
iOS Developer
shadiradio
February 2009 - January 2014
shadiradio
February 2009 - January 2014
- Designed & developed several games and productivity applications for iOS
Ruby on Rails Developer
Gallery Nucleus
August 2006 - October 2011
Gallery Nucleus
August 2006 - October 2011
- Designed, developed and maintained a coupled-pair of database-driven Ruby on Rails applications (Core and Web) that form the heart of the company's operations
- Developed Core: an AJAX backend website featuring full inventory control, customer-relations- management, event scheduling, contract management, content publishing, finance/payment tracking, robust reporting and an in-store point-of-sales system used by all employees
- Developed the customer-facing high-traffic website showcasing all events, artists and a large database (10,000+) of original artwork, art merchandise, and products for sale
- Authored the entire codebase of Ruby on Rails development and server management/maintenance stack (Nginx + Phusion Passenger, Ruby Gems)
Frontend Designer & Developer
AppFolio, Inc.
2007 - 2009
AppFolio, Inc.
2007 - 2009
- Created web designs, mockups, flash and related assets for the online property-management app
- Developed and tested approved frontend designs in Ruby on Rails, Javascript, and CSS
Art Director, Print Layout Designer, Ruby on Rails Developer
Kotori Magazine
2005 - 2008
Kotori Magazine
2005 - 2008
- Managed visual, layout direction, and aesthetic focus of music/art/politcs/culture print magazine
- Developed brand identity and cohesive artistic vision across print and web.
- Designed and laid-out 18 issues (80+ pages each) for 20,000+ circulation print runs
- Designed, developed and maintained the magazine's official Ruby on Rails-based website, showcasing article previews, news, and rich media
Senior User Interface Designer
Citrix Systems
2002 - 2007
Citrix Systems
2002 - 2007
- Created web designs, mockups, flash, UX flows, requirement reviews, branding identity and related assets for the high-traffic corporate and product sites
- Produced a high volume of quality graphics, dynamic flash files with dynamic variables and scripting, flowcharts, and requirement specifications
- Designed interfaces for award-winning remote-access software (GoToAssist, GoToMyPC, and GoToMeeting) with a primary focus on usability.
- Lead designer for GoToAssist and GoToMyPC
- Researched modern, progressive usability standards and concepts
- Conducted and recorded scripted and open usability studies with existing customers to make necessary interface/flow improvements across all products
- Worked under strict deadlines with leads from all divisions in the company: marketing, sales, customer care, engineering, project managers and operations
Music & Audio Producer, Partner
Paper Sound
2011 - Present
Paper Sound
2011 - Present
- Composition, arrangement, tracking, sound design, producing, mixing, mastering
- Original soundtracks for games, film, and commercials
- Projects include: Invisigun Reloaded (PC, PS4, Switch, iOS) - Music, Hasbro (iOS) - Music, Last Cannon: (iOS) - Music, Sound, Beast Boxing: (iOS) - Music, Infrared5: (iOS, web) - Music, Hawken: (PC, PS4) - Music, Sound, Brainsss: (iOS) - Music, Silent Water: (Film) - Mixing, Mastering, Bintu Run (iOS/Android) - Music, Burst Fire (PC) - Music, Sound
Examples