Jibril Abdulazeez.

Gameplay Programmer · Unreal Engine

I build gameplay systems in Unreal Engine.

Gameplay programmer focused on solid mechanics, clear implementation, and getting games ready to ship.

Profile

Gameplay programming grounded in shipped work.

I develop gameplay systems in Unreal Engine, focusing on responsive interactions, clear implementation, and practical UI.

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.

August 2025 – September 2026

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 contributed to an unannounced Unreal Engine project using the Gameplay Ability System, working on character classes and multiplayer replication.

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.

Ongoing Practice

Games in development.

In Amongst the Sidhe project artwork

Godot · PC · Indie game development

In Amongst The Sidhe

A four-person independent game project showcased at Dublin Comic Con and currently seeking a publisher.

Role: Lead Programmer

Past Personal Projects

Independent games and game jams.

Lasso Lass puzzle gameplay

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
It Ain't That Deep title screen

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.

Engine and framework

Unreal Engine 5 and Unreal Gameplay Ability System.

Gameplay

Gameplay systems, UI/UMG, player controls, and multiplayer replication.

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.

Indie development

I enjoy making games with independent teams, joining game jams, and building small prototypes to explore gameplay ideas.

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 Unreal Engine game development.