Muhammad Talal - Backend Engineer | ContraWork by Muhammad TalalMuhammad Talal
Building high-performance games and their backend systems
- $10k+
- Earned
- 1x
- Hired
- 21
- Followers
RNW Solicitors — Full-Stack Website (Django, Angular, AWS) Built a Collab Viewer style toolset inside the UE5.5 project and made it reliable for dedicated-server multiplayer. I migrated/merged the Collab architecture into a my project (GameMode, PlayerController, Pawns, PlayerState), fixed reference/compile issues, and wired the tools to our custom UI for both First Person and Orbit pawns.
Key work included replication/RPC cleanup so tools work over a server, plus integrating tools like annotations (text, paint and erase), transform, Datasmith runtime loading (replicated so one client’s load appears for others), measuring/dimension tool (place/edit/delete and unit switching), and bookmarks (place, list UI and teleport with rotation).
A network-ready collaboration layer in custom with UI-driven workflows and server-validated replication, ready for packaging/testing and ongoing polish Terrain Importer for Unreal Engine (Python + Custom UE Plugin)
I built an end-to-end terrain importer that converts raw terrain dataset files into fully usable Unreal Engine landscapes automatically. Before this, importing and setting up ~45 landscape tiles in Unreal could take ~60 minutes and was easy to mess up. I wanted a fast, repeatable pipeline. It allows:
Python reads the dataset and generates Unreal-ready .r16 heightmaps
Python automation creates a new Unreal project and imports the heightmaps
Custom UE plugin (C++) builds Landscapes from the imported heightmaps and places them correctly in the level
Foliage: automatically placed across the terrain
The workflow reduce from ~60 minutes to ~5 minutes for ~45 landscapes (~12× faster) and made it deterministic and repeatable ideal when terrain needs frequent regeneration. I worked on Sand Bullet (Unity 3D) a top-down shooter indie title and owned the full development cycle from early concept to final deployment. I built the core tech including enemy AI, a flexible weapon system, and in-game power-ups, then pushed it through release on Steam, where it picked up real user traction and feedback that helped shape polish and iteration.