ZAK ELBAHI
TECHNICAL DESIGNER / GAMEPLAY SYSTEMS ENGINEER

Technical Designer / Gameplay Systems Focused Engineer

I am a systems-focused designer and engineer working primarily on gameplay design and technical implementation. My work is centred around building systems that drive player’s decision making in exciting ways. Translating high-level design goals into variable, scalable, and most importantly fun mechanics!

I approach design through structure, logic, and iteration, prioritising clarity, modularity, and long-term extensibility.

Alongside game development, I run a production company where I design and execute end-to-end systems for content creation, from planning and capture pipelines to delivery optimisation. This has given me a strong foundation in building workflows that are efficient, repeatable, and outcome-driven.

In games, I apply the same thinking:

  • Designing systems rather than one-off features

  • Prototyping and iterating based on behaviour analytics

  • Building tools and frameworks that support long-term development

I am particularly interested in:

  • Stealth and AI-driven gameplay systems

  • Player combat and interaction frameworks

  • Emergent gameplay and systemic design

  • Proprietary tools that improve development speed

EXPERIENCE

STar Citizen & SQUADRON 42

Worked on large-scale gameplay systems across both PvE and PvP environments, focusing on stealth, combat, AI, and systemic player interactions within a networked, streaming-heavy environment.

Problem
The project required highly scalable and performant gameplay systems capable of supporting complex player behaviours, AI interactions, and large, persistent environments without compromising responsiveness or stability.

Solution
Designed and implemented modular gameplay systems with a focus on systemic interaction, performance optimisation, and network-aware behaviour.

Implementation

  • CryEngine (C++ and engine tools)

  • Developed and iterated on stealth systems supporting AI perception and player-driven gameplay

  • Implemented combat systems including procedural weapon recoil and balancing systems

  • Built and refined AI behaviours for enemies and creatures, including boss encounters

  • Contributed to physics-based systems including gravity gun interactions and ship steering

  • Worked on network and streaming optimisation to maintain performance in large-scale environments

Key Features

  • Systemic stealth gameplay integrated with AI perception

  • Procedural recoil system improving weapon feel and variability

  • Modular AI behaviours supporting both standard enemies and boss encounters

Technical Challenges
Balancing performance with systemic complexity in a networked environment required continuous optimisation, particularly around AI behaviour, streaming systems, and physics interactions.

Outcome
Delivered scalable gameplay systems that supported both cinematic and systemic gameplay, contributing to a cohesive player experience across large, persistent environments.

MINDSEYE & EVERYWHERE

Focused on implementing gameplay systems and level scripting within Unreal Engine, contributing to player movement, combat, stealth, and game-wide UI systems.

Problem
The project required rapid iteration on gameplay systems while maintaining consistency across levels and ensuring systems remained scalable and reusable across different gameplay scenarios.

Solution
Bridged design and engineering by implementing systems directly in-engine, ensuring design intent translated into responsive, production-ready gameplay.

Implementation

  • Unreal Engine (Blueprints and C++)

  • Designed and implemented player movement systems tailored to gameplay needs

  • Built and integrated stealth and combat systems within level contexts

  • Developed game-mode wide UI systems supporting player feedback and progression

  • Implemented abilities and unlockable systems with scalable structure

  • Extensive bug fixing and system refinement to improve stability and usability

Key Features

  • Responsive player movement system supporting varied gameplay pacing

  • Integrated stealth and combat systems working cohesively within levels

  • Scalable UI systems tied to gameplay state and progression

  • Modular ability and unlock systems for future expansion

Technical Challenges
Ensuring systems remained modular while being implemented within level-specific contexts required careful separation of logic and consistent structuring across Blueprints and code.

Outcome
Delivered robust gameplay implementations that aligned with design goals while remaining flexible for iteration and expansion.

ASTRAL & POLY PLAZA 2

Designed and implemented gameplay systems across multiple projects, focusing on combat, AI, progression, and player abilities from concept through to playable prototypes.

Problem
These projects required building complete gameplay loops from scratch, ensuring systems were cohesive, engaging, and scalable despite limited resources.

Solution
Developed core gameplay systems with a strong emphasis on modularity and rapid iteration, allowing for continuous refinement and expansion.

Implementation

  • Unreal Engine & Unity (Blueprints, C#, and gameplay scripting)

  • Designed and implemented combat systems including weapon selection and player abilities

  • Built enemy AI behaviours to support engaging gameplay encounters

  • Developed progression systems to structure player advancement

  • Designed and implemented UI systems to communicate gameplay state

Key Features

  • Modular combat systems supporting multiple weapons and abilities

  • AI systems designed to create dynamic and reactive encounters

  • Progression systems driving player motivation and structure

Technical Challenges
Balancing system complexity with development speed required prioritising modular design and reusable logic, particularly when working across multiple systems simultaneously.

Outcome
Delivered fully playable prototypes demonstrating strong systemic design and the ability to execute complete gameplay experiences independently.

DEAL BREAKER & ABOVE

An early gameplay prototype focused on building core combat and ability systems from the ground up, with an emphasis on player agency and mechanical clarity.

Problem
The project required establishing a complete gameplay loop from scratch, including combat, abilities, and player interaction systems, without relying on pre-existing frameworks.

Solution
Designed and implemented foundational gameplay systems with a focus on responsiveness, modularity, and clear player feedback.

Implementation

  • Unity C# (Deal Breaker) Unreal Engine C++ (Above)

  • Built core combat systems including attack logic and player abilities

  • Designed and implemented stealth mechanics to support varied playstyles

  • Developed gameplay scripting to control level flow and player progression

  • Structured systems to allow for iterative expansion and tuning

Key Features

  • Ability-driven combat system with clear input-to-action mapping

  • Structured gameplay flow connecting combat and level progression

Technical Challenges
Balancing multiple gameplay systems simultaneously while maintaining clarity and responsiveness required careful structuring of input handling and system interactions.

Outcome
Delivered a complete, playable prototype demonstrating core gameplay systems and an understanding of how individual mechanics combine into a cohesive experience.

CASE STUDY:

STEALTH & COMBAT PERCEPTION STATE MACHINES

Core System Overview
I designed and implemented a modular AI perception system to extend a legacy combat-only framework into a fully functional stealth and combat experience. The system enables gradual player detection, dynamic state transitions, and scalable AI behaviour across multiple enemy archetypes.

The implementation combined C++ systems with CryEngine’s Flowgraph and DataForge tooling to support both performance and designer iteration.

System Architecture

The existing AI system was built exclusively for combat:

  • Detection was immediate and binary

  • No support for stealth gameplay or partial visibility

  • Limited flexibility for tuning or extending behaviours

The goal was to introduce a perception system that:

  • Supported gradual, readable detection

  • Enabled meaningful stealth gameplay (cover, exposure, positioning)

  • Allowed seamless transitions between stealth and combat

  • Remained scalable within a legacy architecture

Top-Level State Machine (C++ driven):

  • Stealth State

  • Combat State

Each state routed the AI into its own:

  • Behaviour Tree

  • Sub-state machine

  • Detection configuration set

This separation ensured:

  • Independent tuning of stealth vs combat

  • Reduced cross-state complexity

Data-Driven Configuration

A key part of the system was making it fully data-driven using DataForge. Detection parameters (vision cones, thresholds, decay rates) were stored in data entries.
These entries were bound to global variables on AI prefabs > Enemy variants inherited from shared base prefabs.

This allowed rapid creation of enemy archetypes:

Snipers → longer range, narrower cones

Standard enemies → balanced detection

Close-range units → shorter, wider, faster detection

Designers could tune behaviour without modifying code, while maintaining a consistent underlying system.

skills

GAMEPLAY SYSTEMS & ARCHITECTURE

  • Architected and implemented modular gameplay systems spanning combat, stealth, AI behaviours, puzzles, and progression.

  • Built component-based and extensible system architectures to support reuse across multiple gameplay features.

  • Developed gameplay logic using state machines, event-driven patterns, and decoupled communication between systems.

  • Designed data-driven frameworks enabling iteration, tuning, and designer-facing control without code changes.

  • Focused on scalability, maintainability, and clean system boundaries to support ongoing feature development..

COLLABORATION & MENTORSHIP

  • Mentored junior team members on gameplay implementation and system design principles.

  • Facilitated cross-discipline collaboration to align design, engineering, and art requirements.

  • Proactively identified technical constraints and adapted designs to meet production needs.

LEVEL & SYSTEMIC DESIGN

  • Designed gameplay spaces that leverage systemic mechanics (AI, player abilities, combat loops) to create emergent player experiences.

  • Integrated gameplay systems directly into level design to control pacing, tension, and player decision-making.

  • Collaborated closely with engineering, art, and lighting to ensure systems function cohesively within environments.

TECHNICAL DESIGN & DOCUMENTATION

  • Produced clear technical documentation including system breakdowns, flow diagrams, and implementation specs.

  • Translated design intent into implementable systems with defined logic, states, and behaviours.

  • Communicated system requirements effectively across multidisciplinary teams.

CINEMATIC & GAMEPLAY INTEGRATION

  • Implemented camera systems, lighting setups, and in-engine cinematic sequences.

  • Applied composition and staging principles to support gameplay readability and player guidance.

  • Worked within production pipelines to deliver polished in-game sequences and transitions.

CASE STUDY:

FACTION STATES & ABILITY PROGRESSION SYSTEM

Core System Overview
I designed and implemented a modular ability system built around faction-based reputation, where player progression and ability access are dynamically shaped by allegiance.

Rather than a traditional linear unlock system, abilities are tied to competing factions, forcing players to make trade-offs between power sets and strategically manage their progression. The system was implemented using C++ and Unreal Engine Blueprints, balancing performance with rapid iteration.

System Architecture

The system follows a modular structure:

  • Ability Modules

    • Individual abilities implemented as self-contained units

    • Encapsulate their own behaviour and execution logic

  • Faction Objects (World Actors)

    • Represented as NPCs or groups in the game world

    • Store reputation thresholds and associated unlocks

    • Handle player interaction and UI

  • Reputation Tracker

    • Central system managing faction values

    • Handles cross-faction reputation impact

  • Activation Layer

    • Maps player inputs to available abilities

    • Validates unlock state and cooldowns before execution

This separation ensures that progression, unlocking, and execution remain decoupled.

ABILITIES:

  • EMP Blast → Disables robotic enemies

  • Gas Attack → Area denial effective against human enemies

  • Drone Swarm → Autonomous offensive support

  • Air Strike → High-impact targeted damage

  • Glider → Enables mid-air mobility and traversal

  • Robot Reinforcements → Summons allied units

Core System Design

The system is built around three interconnected layers:

Faction Reputation System

Each faction maintains an independent reputation value. Player actions dynamically increase or decrease faction standing. Gaining reputation with one faction can reduce reputation with another

This creates a push-pull progression model, where players must actively choose which abilities to pursue.

Ability Unlock Layer

Abilities are tied to faction-specific reputation thresholds. Unlock conditions are evaluated through faction data and player state. Abilities can be toggled on/off once unlocked. Each faction effectively acts as a gateway to a unique ability set.

Ability Execution System

Player inputs trigger abilities via mapped activation slots. Each ability executes contextually relative to player position. Cooldowns regulate usage and prevent ability spam. This ensures a consistent interaction model across all abilities, regardless of type.


CONTACT

Email
zakaria@elbahistudios.com

Phone
(+44)7949312546

Location
Edinburgh, UK