I'm Mo Ibrahim, a Real-Time VFX Technical Artist specializing in Unreal Engine 5.
I build VFX systems using Niagara, custom HLSL shaders, Blueprint scripting, and Houdini procedural workflows. My work focuses on balancing visual quality with performance constraints, particularly for VR and real-time applications.
My background spans cinematic VFX, architectural visualization, and real-time engines.
Based in the New York area, available for full-time opportunities.