Game Development · RP-GD-0037

Hossam Nasser

SeniorTechnical Artist

Principal technical artist — Unreal Engine animation systems, character rigging and VFX on AAA titles

  • Identity verified
  • Remote Pro Ai team member · under contract

Availability on request

  • 5yearsprofessional experience
  • SeniorSeniority level
  • Unreal Engine 5Primary stack
  • CairoBased in · Egypt · GMT+2

Hossam Nasser

Profile summary

Technical artist with AAA credits on Alan Wake II, Resident Evil 9: Requiem and Onimusha: Way of the Sword. Most recently Principal Technical Artist at EverReach Labs, owning Unreal Engine animation systems (GASP, ALS, Control Rig), Niagara VFX, cloth and hair simulation, HLSL materials and procedural content. Previously at Snappers Systems, prepared, integrated and delivered AAA character and facial rigs and built Maya tools in Python and C++. Known for simple, modular, artist-friendly solutions that integrate cleanly with game code.

  • Languages

    • ArabicNative
    • EnglishExcellent
  • Sectors

    • Games

Hossam Nasser

4 roles

Experience

Most recent role first, with outcomes as stated in the CV.

  1. Principal Technical Artist

    EverReach Labs

    – Remote (Philadelphia, US)

    • Owned a broad technical art remit spanning character animation, VFX, cloth and hair simulation, world building, procedural content and production workflows.
    • Implemented the game’s animation systems with Gameplay Animation Sample (GASP), Advanced Locomotion System (ALS) and Control Rig procedural animation, integrated with gameplay requirements.
    • Delivered Niagara real-time VFX balancing visual quality, gameplay readability and performance, alongside HLSL-node materials for asset look-dev.
    • Created procedural assets and technical art systems in Blueprint and C++, and improved map layout, optimization and world-building pipelines for artists.
    • Kept solutions simple and maintainable, minimizing interference with game source code and keeping responsibilities clearly separated.
  2. Senior Technical Artist

    Snappers Systems

    – Cairo, Egypt

    • Contributed to AAA character production and technical-art pipelines for Alan Wake II, Resident Evil 9: Requiem and Onimusha: Way of the Sword.
    • Prepared, verified, optimized and delivered character rigs for clients, integrating Snappers rigs into client-provided rigs and resolving technical delivery issues.
    • Built facial rigging and deformation workflows, including lashes, wet-layer systems and FACS-based production processes.
    • Developed Maya tools and automation in Python and C++ to simplify rigging and debugging, plus procedural shaders and Master Materials for reusable Unreal Engine look-dev.
  3. Instructor & Consultant

    ITI — Information Technology Institute

    – Giza, Egypt (hybrid)

    • Taught Python on the Technical Art track and consulted on graduation projects.
  4. 3D Generalist / Technical Artist

    Genesis Creations S A E

    – Cairo, Egypt

    • Created and optimized 3D assets for VR applications and mobile games in Unity, covering modeling, topology, UV mapping, texturing, Shader Graph, rendering and compositing.

Hossam Nasser

5 projects

Selected projects

Shipped titles and products, with the role played on each.

  • Alan Wake II

    Senior technical artist — character rigs (Snappers Systems)

    Released AAA title, nominated for Game of the Year.

    Built with

    • Maya
    • Python
    • FACS
  • Resident Evil 9: Requiem

    Senior technical artist — character rigs (Snappers Systems)

    Released AAA title; character and facial rig production.

    Built with

    • Maya
    • Python
    • FACS
  • Onimusha: Way of the Sword

    Senior technical artist — character rigs (Snappers Systems)

    Released AAA title; character and facial rig production.

    Built with

    • Maya
    • Python
    • FACS
  • Bone Debugger

    Plugin author

    Unreal Engine plugin that visualizes selected bone hierarchies and hides helper bones, with filtering and real-time drawing settings.

    Built with

    • Unreal Engine
    • C++
  • Unreal Engine Combat System

    Personal project

    Third-person combat prototype with combos, air attacks, charging, dashing, deflect and block, using Gameplay Effects, Cues and Lyra animation.

    Built with

    • Unreal Engine
    • GAS
    • C++
    • Blueprint

Hossam Nasser

8 core skills

Skills

Core skills first, then the full toolkit by theme.

Core skills

  • Unreal Engine 5
  • Control Rig & Procedural Animation
  • GASP / ALS Animation Systems
  • Character & Facial Rigging (FACS)
  • Niagara VFX
  • Maya Tools (Python / PyQt, C++)
  • Cloth & Hair Simulation
  • HLSL Materials & Shaders
  • Unreal Engine

    • C++
    • Blueprint
    • GAS
    • GASP
    • ALS
    • Control Rig
    • State Tree
    • Niagara
    • MetaHuman
    • HLSL
  • Character & animation

    • Character rigging
    • Facial rigging
    • FACS workflows
    • RBF pose solvers
    • IK retargeting
    • Animation dynamics
    • Maya-to-Unreal pipelines
  • Tools & pipeline

    • Python / PyQt
    • Maya API (C++)
    • Pipeline automation
    • Asset validation
    • Production support
  • World & VFX

    • Map layout
    • Procedural assets
    • Real-time VFX
    • Performance optimization
  • DCC & source control

    • Maya
    • Houdini
    • Blender
    • Substance Painter
    • Substance Designer
    • Marvelous Designer
    • Git
    • Perforce (P4V)
    • Diversion

Hossam Nasser

Education

Degrees, certifications and awards on record.

Education

  • 9-month diploma, 3D Generalist trackInformation Technology Institute (ITI) · 2022
  • Bachelor’s degree in Chemical EngineeringCairo University · 2019

Hossam Nasser

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Game Development

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