Mazen Issa
@mazenissa
Senior Gameplay Engineer and Shader Programmer focused on high-quality real-time experiences and robust in-engine tools.
What I'm looking for
I’m a Senior Gameplay Engineer and Shader Programmer delivering gameplay systems and rendering-focused features with a quality-first mindset. Across my work, I build tools and gameplay logic that empower other developers, from Unreal Blueprint users to Unity teams.
At SNOWCASTL GAMES, I’ve served as a remote Gameplay programmer, working on Unreal C++ gameplay systems for Blueprint users. I delivered a realistic wind effect on grass using a vertex shader and implemented runtime dynamic procedural terrain materials, while also contributing to technical writing and structured development.
Earlier, at DUBIT (Remote), I worked as a Gameplay programmer for years, building UI and game systems, shooter mechanics, and supporting systems like Save/Load and AI. I also contributed with REST API integration, custom state machine work, and team collaboration as part of a modular development approach.
I’ve also led teams as a Principal Programmer at BYON8 and a Team Lead at MICHELIN, including editor scripting, data binding, and C# reflection work in Unity, plus Engineering Software leadership tied to tire simulation. I publish on the Unreal Marketplace as a “Neckkeys” Unreal Marketplace Publisher with multiple products, and I bring deep mathematical foundations from a PhD in linear algebra, mechanics, and FEM.
Experience
Work history, roles, and key accomplishments
Unreal Marketplace Publisher
Neckkeys
Jul 2020 - Present (6 years)
Published multiple products on the Unreal Marketplace, including a complete first-person shooter project and several stylized post-processing offerings. Contributed features such as cel-toon/painterly styles, a Kuwahara filter, and LUT-based effects.
Gameplay programmer
Snowcastl Games
Jul 2020 - Nov 2025 (5 years 4 months)
Developed gameplay systems for Blueprint users in Unreal C++, including a realistic wind effect for grass via a vertex shader. Worked on runtime dynamic procedural terrain materials, performance/profiling, and technical writing within an Agile/Scrum setup.
Gameplay programmer
Dubit
Sep 2015 - Jul 2020 (4 years 10 months)
Programmed UI and gameplay systems for a Unity-based boomer-shooter starter, including save/load, AI, a custom state machine, shooter mechanics, and powerups. Served as team lead and contributed to mobile development and REST API integrations.
Principal Programmer
Byon8
Sep 2014 - Oct 2015 (1 year 1 month)
Led Unity development focused on responsive mobile UI, including editor scripting and data binding. Supported workflows with REST API integration and C# reflection while serving as a team lead.
Team Lead
Michelin
Sep 2010 - Oct 2014 (4 years 1 month)
Managed engineering software projects as a team lead, focused on tire simulation. Provided project team leadership for simulation-related development.
Education
Degrees, certifications, and relevant coursework
UTT (Université de Technologie de Troyes)
PhD, Mechanics
2006 - 2010
PhD focused on mechanics, including linear algebra, calculus, partial differential equations, and finite element methods (FEM) using tools such as ABAQUS and Fortran. Research topic covered thermodynamics of large strain in metals.
Tech stack
Software and tools used professionally
Availability
Location
Authorized to work in
Job categories
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