Unreal
Unreal Engine is central to Eyad’s real-time work, spanning gameplay prototypes, technical animation, and cinematic studies. His projects explore gameplay mechanics, ability and combat systems, Animation Blueprints, AI behavior, lighting, and cinematics.
Alongside gameplay development, his work covers animation retargeting, cloth and ragdoll simulation, character dynamics, and visual effects. These projects provide a space to test ideas, refine technical workflows, and explore the relationship between character performance and interactive systems.
Demo Reel 2025
A selection of Unreal Engine work covering gameplay systems, technical animation, and real-time visual development. The reel features ability and weapon systems, combat and enemy design, animation retargeting, Animation Blueprints, state machines, and behavior trees, alongside cinematics, lighting, cloth simulation, ragdoll physics, character dynamics, and visual effects.
AI-Powered 3D Workflow Inside Unreal Engine
As they say, learn AI or stay behind. So lately I’ve been learning how to build AI tools inside Unreal Engine. I created a plugin that connects to multiple AI services and generates 3D models from reference images, without leaving Unreal Engine.
I focused heavily on performance and designed it so hundreds of generated models can be loaded and browsed without noticeable hitches.
In this demo, I’m showing a few examples of generated models. The plugin also does a lot behind the scenes, like tagging models, generating titles and descriptions, applying materials, and more.
Anyway, this is mainly an R&D project for learning and experimenting with AI workflows inside Unreal Engine.
Unreal Fellowship - Samurai Dojo
Samurai Dojo is a fighting game prototype developed during the Unreal Fellowship: Games program around the theme of classic arcade experiences.
Created over three weeks, the project implements combat and game flow entirely through Blueprints and State Trees, with character moves driven by the Gameplay Ability System. The video demonstrates the complete gameplay loop, including movement, attacks, enemy behavior, and cinematic presentation.
Game Prototype - Third-Person Shooter
Developed in Unreal Engine 5, this third-person shooter prototype explores gameplay architecture, content management, and combat design.
The project uses the Gameplay Ability System for combat abilities and character actions, with additional work focused on boss AI through behavior trees and responsive motorcycle mechanics. Together, these systems provide a foundation for testing interactions between player movement, abilities, and enemy behavior.
Game Prototype - Blueprints
Built in Unreal Engine 4.25, this prototype explores survival gameplay inspired by the Resident Evil series. Movement, interaction, combat, and camera systems were developed entirely in Blueprints as a study in gameplay architecture.
The project also explores AI behavior, with further development planned around original assets, expanded enemy logic, and a complete playable experience.
Game Prototype - Shadow
Shadow is a samurai-themed third-person adventure prototype developed in UE5 Early Access. It explores cinematic combat, atmospheric environments, and character-driven gameplay, with a focus on traversal, camera work, and visual mood.
The prototype serves as a foundation for experimenting with gameplay mechanics and narrative ideas.
Lighting Study - MetaHuman x Lumen
This UE5 Early Access study combines MetaHuman and Lumen to explore real-time digital portraiture. A single directional light defines the subject, with Lumen providing global illumination and reflections.
Drawing on black-and-white portrait photography, the study examines how changes in light angle and intensity affect facial definition, contrast, and mood.
Still Life - Nanite x Lumen
Created in a few hours using UE5 Early Access, this still life study combines Nanite geometry with Lumen lighting. The scene uses one directional light and two bounce lights, exploring a workflow without baked lighting, manual LOD setup, or offline rendering.
The focus is on material detail, composition, and rapid visual iteration within a real-time environment.
Lighting Study - Lumen
Built in under an hour using UE5 Early Access, this study explores a minimal lighting setup driven by a single directional light. Lumen provides real-time global illumination and reflections, while Nanite supports detailed scene geometry.
The study focuses on establishing depth, atmosphere, and believable lighting through a simple, responsive workflow.
Lighting Study - Ray Tracing
This Unreal Engine 4.25 cinematic test explores fully dynamic lighting with ray-traced reflections and shadows. The scene ran at 24 fps on a GeForce RTX 2080 Ti and combines assets from the Epic Games Marketplace with Mixamo animation and music by Madonna.
The work examines real-time cinematography through lighting, composition, and camera movement, using an interactive rendering workflow.