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.

Unreal Engine C++ Gameplay Tools VR Multiplayer Optimization
Taha Rizvi, Senior Unreal Engine Developer
10+
Years Experience
C++ / UE5
Core Stack
Editor Tools
Workflow & Automation
Scalable Systems
Architecture
Technical Leadership
Mentoring & Ownership
About

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.

Experience

Career timeline

Ten years across broadcast technology, industrial VR and mobile live-service games.

JUL 2023 — PRESENT

Senior Unreal Developer

Sportradar AG
Current

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 ToolingSequencerMetaHumanJSONSonarQube
APR 2021 — JUN 2023

Unreal Engine Programmer

realworld one GmbH

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++MultiplayerUMGVR
DEC 2019 — DEC 2020

Gameplay Programmer

Bitbuu Games

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 SystemsAgile
FEB 2016 — NOV 2019

VR/AR Gameplay Programmer

Rematch Studios

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++IKAWSPerforce
Selected Projects

Technical portfolio

Shipped work across broadcast tooling, VR and mobile. Click a project for full detail.

Skills & Expertise

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
Engineering Beyond Code

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.

Contact

Let's connect!

Open to Senior and Lead Unreal Engine roles and Technical Lead positions.