Jibril Abdulazeez.

Gameplay Programmer · Unreal Engine · Unity

I build gameplay systems and player-facing features.

I am a Dublin-based gameplay programmer working across Unreal Engine and Unity, with experience taking features through implementation, QA, and public release.

Profile

Gameplay programming grounded in shipped work.

I build gameplay systems and player-facing features in Unreal Engine and Unity, with a focus on responsive interactions, UI, AI, and practical implementation.

At Black Pug Studio, I worked on NumWorlds across mobile and PC/Steam. My mobile contributions were focused on minor features; my broader responsibilities were on the PC port and Steam release, where I worked across gameplay, UI/UMG, development tools, QA, and release readiness.

Alongside professional work, I continue to lead and contribute to independent projects. My background in Computer Science and Creative Digital Media gives me a practical blend of engineering, gameplay design, UX, and player-focused iteration.

Experience

From gameplay systems to public release.

I think beyond an individual feature, taking responsibility for the conditions that let a team do its best work and a release reach players.

Professional experience

Associate Gameplay Programmer · Black Pug Studio

Core developer on NumWorlds across mobile and PC/Steam releases, with broader responsibility for the PC port and Steam release. Credited as Lead Programmer on NumWorlds.

  • Introduced C++ into a codebase previously built primarily in Blueprints.
  • Owned PC feature development including Infinite Mode, objectives HUD, radial menu, widget layering, pattern and band generation, and development tools.
  • Adapted mobile-era UI for widescreen PC presentation and contributed to gameplay and UI/UMG implementation.
  • Led Steam launch readiness through launch-blocking bug triage, post-build QA passes, and release compliance work.
  • Scoped and sequenced tasks, coordinated sprint work, integrated assets, collaborated with design and art, and mentored interns.

I also worked as a gameplay programmer on an unannounced Unreal Engine project using the Gameplay Ability System, including character classes, damage systems, enemy AI, combat, and multiplayer replication.

Ongoing practice

Lead Programmer · Independent game team

Leading programming on a four-person game team preparing a title for Steam. The project was showcased at Dublin Comic Con and is currently seeking a publisher.

In Amongst the Sidhe project artwork

I was invited onto the project to lead programming, build upon and refactor the existing codebase, and support the wider effort to secure publishers and investment and advertise the game.

View In Amongst the Sidhe

Projects

A portfolio across public releases and personal work.

Released work demonstrates production experience; personal projects show how I explore mechanics, systems, and collaboration independently.

Public Releases

Commercial game development and release work.

NumWorlds underwater world

Unreal Engine 5 · C++ · Blueprints · UMG · Steam

NumWorlds — Steam / PC

A cozy 3D number-chaining puzzle game developed by Black Pug Studio. I worked on the PC port and Steam release, introducing C++ into the existing Blueprint-based codebase and developing PC gameplay, UI/UMG, and development tools.

Credit: Lead Programmer, Gameplay Programmer, Interface Programmer, Audio Designer, and QA Lead.

NumWorlds mobile release artwork

Mobile release · Public game · Black Pug Studio

NumWorlds — Mobile

NumWorlds is also available on the App Store and Google Play. I contributed minor features to the mobile version; my broader responsibilities on the project were on the PC port and Steam release.

Personal Projects

Independent games, game jams, and experiments.

Lasso Lass gameplay

Unity · C# · FMOD · Gameplay programming

Lasso Lass

A puzzle-platformer built in four days with a six-person team. I led programming, owned the core lasso system, and supported code reviews while we shaped the mechanic under a tight deadline.

View project
Memory Dive gameplay

Unity · C# · Gameplay systems · Enemy AI

Memory Dive

An underwater stealth-horror game built in one week with a three-person team. I developed the gameplay systems, enemy AI, resource loop, and event-driven game flow.

View project
Rizztaurant visual novel gameplay

Ren'Py · Python · Narrative systems

Rizztaurant

A comedic visual novel exploring branching dialogue, expressive character design, and the timing of interactive storytelling.

View project
It Ain't That Deep title screen

Unity · C# · FMOD · UX research

It Ain't That Deep

A 2.5D underwater exploration project developed as part of my MSc, focusing on gameplay systems, interaction, and iterative UX testing.

View project

Capabilities

Skills I bring into a production team.

A practical toolkit spanning programming, game development, UX, and the communication needed to connect them.

Programming

C++, C# and Blueprints.

Engines and frameworks

Unreal Engine 5, Unity, Ren'Py and Unreal Gameplay Ability System.

Gameplay

Gameplay systems, AI, combat, UI/UMG, player controls, multiplayer replication, and game feel.

Tools and production

Git, GitHub, FMOD, Figma, Blender, Aseprite, Photoshop, Premiere, QA, Steam release and compliance, mentoring, and code reviews.

Education

Formal study in software and digital media.

MSc Creative Digital Media & UX · First Class Honours

TU Dublin · 2025

BSc Computer Science with Software Development

TU Dublin · 2023

Community

Sharing the work and the process.

Jibril Abdulazeez with his wife

About Me

The stuff I get nerdy about outside of work.

I spend a lot of my free time making things, playing things, or falling down some technical rabbit hole I probably didn’t need to go down.

Graphics programming

I’ve been getting more interested in graphics programming lately. I’ve played around with OpenGL and I’m currently working my way through Vulkan from the ground up.

Tech rabbit holes

I like reading technical books, programming forums, and discussions about how things actually work under the hood. I have a bad habit of turning “I wonder how that works?” into several hours of reading.

Games & anime

I’m a pretty big gaming nerd. Right now I’m mostly playing Marvel Rivals. Find me on Steam as jibbyie — if you’re GM or above, let’s queue.

I’ve also been watching anime for as long as I can remember. Attack on Titan, Nichijou, and Jujutsu Kaisen are some of my favourites.

Outside the screen

I’m into amateur bodybuilding, health and wellness, and basketball. I’m also slowly learning Blender so I can make more of my own stuff for personal projects.

And, of course, I’ll take any excuse to join a game jam.

Surrounding myself with creatives

I recently married a designer and illustrator, which was obviously a completely selfless decision and had nothing to do with having an artist on hand for my prototypes.

Jokes aside, I really like being around creative people. Some of my favourite projects come from that overlap between programming, art, and design.

Get in touch

Let's talk about making better games.

I'm open to opportunities in gameplay programming and collaborative game development, particularly across Unreal Engine and Unity.