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Abdurrahman MuhammedAM
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Abdurrahman Muhammed

@abdurrahmanmuhammed

C++ systems engineer building high-performance production systems through profiling, memory optimization, and multithreading.

United Kingdom
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What I'm looking for

I’m looking for systems/performance engineering work where I can optimize cache and memory, profile and validate real-time C++ performance, and build robust low-level components—ideally on high-throughput simulation or gameplay workloads.

I’m a C++ systems engineer with industry experience building production systems for EA’s F1 series. I focus on performance optimisation, ECS architecture, multithreading, and low-level systems programming—especially where cache, memory layout, and real-time constraints matter.

Alongside my engineering work, I contribute as an AI Evaluation Contributor at Outlier, analysing C++ implementations generated by LLMs. I identify correctness issues, undefined behaviour, and inefficiencies in memory and performance, then justify preferred approaches using structured rubrics across edge cases and low-level STL behaviour.

At Electronic Arts (Codemasters), I designed modular gameplay systems in C++17 across a 5M+ line codebase using archetype-based ECS with component pooling. I improved iteration speed by 30% with live-reload tooling, increased engine stability by 15% using Superluminal/PIX profiling and memory diagnostics, reduced per-frame allocations by 22%, and eliminated 8 critical leaks via custom arena allocators; I also achieved a 35% cache hit improvement through AoS-to-SoA conversion and hot/cold data splitting.

I also strengthened reliability and performance by debugging 40+ high-priority issues, including race conditions in multithreaded telemetry, state corruption in networked gameplay, and cache thrashing across hot gameplay, rendering, and AI paths. My project work reflects the same priorities—e.g., a 230x speedup GPU N-body simulation with shared-memory tiling, and a multithreaded match engine delivering 40,000 orders/sec and 12µs 95th-percentile latency using lock-free SPSC queues—plus an accessibility-focused game engine built with archetype ECS running 500+ entities at 60 FPS.

Experience

Work history, roles, and key accomplishments

Outlier logoOU
Current

AI Evaluation Contributor

Nov 2025 - Present (8 months)

Analyse and compare multiple C++ implementations generated by LLMs to identify correctness issues, undefined behaviour, and performance inefficiencies, especially around memory use. Evaluate solutions against structured rubrics and provide detailed technical justifications for preferred implementations and trade-offs.

EC

Software Engineer

Electronic Arts - Codemasters

Jul 2023 - Jul 2025 (2 years)

Designed modular gameplay systems in C++17 using archetype-based ECS with component pooling, including designer tooling to reduce iteration time. Improved engine stability and performance through profiling and memory diagnostics, while debugging high-priority issues across gameplay, networking, and multithreaded telemetry.

Education

Degrees, certifications, and relevant coursework

University of Birmingham logoUB

University of Birmingham

Bachelor of Science, Computer Science

Grade: First Class

BSc in Computer Science with a Year in Industry, awarded a First Class degree.

Tech stack

Software and tools used professionally

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