Senior / Lead Unreal Engine DeveloperTaha Rizvi
10+ years building games, interactive experiences and technical systems with Unreal Engine and C++ — currently building real-time broadcast tooling at Sportradar AG.
Engineering profile
I'm a Senior Unreal Engine Developer with 10 years of experience building interactive applications, games and technical systems. My main focus is C++ and Unreal Engine, with experience spanning gameplay, tools, VR, multiplayer, optimization and developer workflows.
I enjoy solving technically difficult problems, building systems that improve development efficiency, and helping teams ship reliable software — currently applying that at Sportradar AG, building the editor tooling and automation behind live sports broadcast production.
Clean Architecture
Design systems that stay maintainable as projects grow.
Performance
Profile first, identify bottlenecks, optimize on evidence.
Tools
Automate repetitive workflows to improve team productivity.
Ownership
Take responsibility for systems, not just individual tasks.
Collaboration
Work effectively with designers, artists and producers.
Mentoring
Help other developers grow technically and professionally.
Career timeline
Ten years across broadcast technology, industrial VR and mobile live-service games.
Senior Unreal Developer
Problem
Live sports broadcast production relied on manual, repetitive workflows with no reusable Unreal Engine tooling for content generation.
Contribution
Built modular C++ editor tools and JSON-driven automation pipelines for real-time broadcast presentation — transitions, overlays, replays and overtime handling. Introduced SonarQube static analysis and mentor junior developers and technical artists.
Impact
Cut repetitive manual production work, improved code quality and long-term maintainability, and sped up iteration on live broadcast features.
Ownership
Contribute to architecture decisions and feature planning for Unreal Engine systems used across live production.
Technology
C++Unreal Engine 5Editor ToolingSequencerMetaHumanJSONSonarQubeUnreal Engine Programmer
Problem
Industrial and pharmaceutical clients needed realistic multiplayer VR training with no existing reusable framework to build from.
Contribution
Architected modular gameplay systems and multiplayer VR training simulations, including a mirroring mode for collaborative learning; collaborated with designers, QA and product stakeholders through full production cycles.
Impact
Framework was reused across multiple VR projects; delivered reliable multiplayer training experiences for enterprise clients.
Ownership
Mentored junior developers on VR development practices.
Technology
Unreal EngineC++MultiplayerUMGVRGameplay Programmer
Problem
A mobile live-service title needed engaging, maintainable gameplay and progression systems on a tight production schedule.
Contribution
Built modular gameplay mechanics and progression systems, integrated GameSparks backend services, and delivered live-service UI — social login, push notifications, in-app purchases.
Impact
Shipped live-service features within an agile pipeline while keeping the codebase clean and maintainable.
Ownership
Collaborated closely with artists, designers and backend developers on a shared live title.
Technology
Unreal EngineGameSparksUI SystemsAgileVR/AR Gameplay Programmer
Problem
A narrative VR FPS needed immersive full-body interaction and reliable multiplayer session handling.
Contribution
Developed a full-body VR character system with inverse kinematics, AWS-based multiplayer matchmaking, and save/load systems; managed Perforce workflows and supported technical artists.
Impact
Shipped immersive VR interactions across Rift, Vive and Steam, with robust progression persistence.
Ownership
Contributed to gameplay architecture, debugging and overall system maintainability.
Technology
Unreal EngineC++IKAWSPerforceTechnical portfolio
Shipped work across broadcast tooling, VR and mobile. Click a project for full detail.
Technical toolkit
Unreal Engine
- UE4 / UE5
- C++ & Blueprints
- Gameplay Framework
- Editor Extensions & Plugins
- Sequencer / MetaHuman
Programming
- C++ / C#
- Object-Oriented Design
- Systems Programming
- Debugging & Profiling
- Architecture & Optimization
Systems & Multiplayer
- Networking
- Multiplayer Gameplay
- Server Architecture
- AWS Matchmaking
XR / VR
- Oculus Rift
- HTC Vive
- VR Interaction
- VR Gameplay
Tools & Workflow
- Unreal Editor Tools
- JSON Automation
- SonarQube
- Perforce / Git
- CI/CD
Secondary
- Unity Engine
- UMG
- GameSparks
- Visual Studio
Technical leadership
Mentoring
Guiding junior developers and technical artists through code review and debugging support.
Technical ownership
Owning systems end-to-end rather than individual tasks.
Code reviews
Raising code quality through review and static analysis workflows.
Architecture discussions
Contributing to decisions on structure, scope and maintainability.
Tool development
Building editor tools that remove repetitive manual work for a team.
Cross-team collaboration
Working closely with design, art, QA and production.
Workflow improvement
Automating pipelines to increase production flexibility.
Technical decision making
Weighing performance, scope and long-term maintainability trade-offs.
Let's connect!
Open to Senior and Lead Unreal Engine roles and Technical Lead positions.
- Emailtaha.hassan110@gmail.com
- LocationDüsseldorf, Germany
- LinkedIn/in/taha-rizvi
- GitHubgithub.com/taha110