Othman Abdalla - Nightfall16Hi my name is Othman Abdalla , i am a self-taught C++ programmer and Civil Engineer by education, with 11+ years of experience building tools and gameplay systems. My passion lies in solving complex technical challenges to create efficient workflows and engaging experiences for players.
After exploring various engines like Game Maker and Unity, I discovered Unreal Engine 3 (UDK) and was instantly hooked. I have been specializing in the Unreal ecosystem ever since, focusing on creating powerful editor tools and core game systems that empower creative teams.
I began my career developing web-based games for gaming portals for major telecom companies in Sudan, including Sudani (Suda Play), Zain Sudan (Almees), and MTN. where users could play games using their mobile SIM card credits, which gave me a strong foundation in building and maintaining live service products like our current live service game 'RiffXR'.
At a time on my career i took a deep dive on creating game ready character models , for my personal projects and also as a freelancer on fiverr for 3 years. until i reached Level One Seller .
A custom Unreal Engine editor extension developed for a VR MMORPG studio in Los Angeles. This tool allows designers and developers to set up loot drops, analyze item distribution, and debug player inventory directly inside Unreal Engine.
This streamlined workflow eliminated the need for developers to switch between Unreal and external dashboards, significantly speeding up iteration and debugging.
An Unreal Engine editor toolkit designed to streamline the user-generated content (UGC) pipeline for the VR RPG game Riff XR. This SDK Assistant guides modders through a multi-step wizard, automating the complex setup of IK Rigs and Retargeters to make custom avatars game-ready.
By automating the technical rigging process, the SDK significantly lowers the barrier to entry for community creators, allowing them to focus on avatar design rather than complex engine setups.
A standalone C++ desktop application built with the wxWidgets framework to streamline the packaging and deployment of Unreal Engine plugins. Epic Games requires all marketplace plugins to be built via the command-line Build Automation Tool (UAT), so I created this application to provide a simple, powerful graphical interface for that process.
This tool eliminates the tedious and error-prone process of manual command-line builds, ensuring every plugin is packaged correctly for the marketplace and streamlining the release workflow.
My implementation of a Goal-Oriented Action Planning (GOAP) system for Unreal Engine provides a powerful and flexible framework for creating intelligent AI. This plugin simplifies complex AI behaviors by allowing developers to define a set of simple actions, and the GOAP brain component automatically chains them together to achieve a specific goal. This system also includes a robust editor tool for debugging and visualizing the AI's decision-making process.
This GOAP tool offers an efficient and scalable solution for building complex AI, allowing developers to focus on creating rich and believable agent behaviors with a minimal amount of effort.
A powerful gameplay plugin for Unreal Engine that gives developers a component-based system to manipulate time. The Time Stone Plugin allows for granular control over the flow of time, enabling mechanics like slowing, stopping, and rewinding the game world on a global or per-actor basis.
Find it on Fab
This tool provides developers with the core mechanics needed to build mind-bending puzzles and action sequences, saving countless hours of complex programming.
A flexible and powerful mission system for Unreal Engine, the Arrows Missions System (AMS) provides an easy-to-use framework for creating complex in-game missions. It features a component-based design with dedicated classes for missions and actions, allowing developers to implement custom logic and streamline their workflow. The plugin's provides its own system to save and load game progress, including the state of individual actors and mission objectives, ensuring a seamless experience for players.
This tool simplifies the process of creating engaging and complex missions, saving countless hours of complex programming and ensuring a robust, customizable system for a variety of game genres.
The Arrows Combat System is a powerful and versatile combat plugin for Unreal Engine that provides a feature-rich, out-of-the-box solution for implementing action-based combat. By simply adding a combat component to a character and assigning a pre-configured Fighting Style and Body Attributes, developers can instantly create a fully functional combat system complete with combos, parries, blocking, and damage detection without writing a single line of code.
The system is designed to be highly customizable, allowing for complete control over the combat feel and flow.
See the Documentation
Also get it on Fab
This tool provides the essential building blocks for creating satisfying and dynamic combat systems, saving countless hours of programming and allowing developers to focus on balancing and designing their gameplay experience.
Arrows Mod.io Integration provides seamless support for integrating mod.io into your project. It enables fetching and displaying mod lists, downloading mod files with progress tracking, and managing user ratings (like, dislike, and remove). The plugin also includes general-purpose .pak mounting logic for loading downloaded content at runtime. || shout out to the developer of pak loader(Blue Mountains GmbH) and zipit(Pandores) that i used to preform file operations
The system is designed to be user-friendly, allowing for complete control over what data you pull from modio servers.
Riff XR is a cross-platform MMO RPG developed at Ron Revog (Los Angeles). I worked as a gameplay engineer on combat systems, RPG class mechanics, and internal tools, including leading development of the UGC SDK that enables player-created content. All gameplay abilities were implemented using Unreal Engine’s Gameplay Ability System (GAS).
This project began as a top-down beat 'em up game inspired by Sudanese culture, where a man fights against a corrupt militia. Over time, the game evolved through several iterations as I explored different styles and attempted to define its core identity.
This project was a technical demo to test the capabilities of my **Time Stone Plugin** by recreating the core mechanics of the famous puzzle platformer, *Braid*. The videos below showcase the development process, including the implementation of time-related mechanics.
This project is a clone of the critically acclaimed puzzle game *Baba Is You*, where players manipulate the rules of the game to solve puzzles. My implementation focused on replicating the core gameplay loop and rule-based logic.
See Source Code
Golden Age is a game I developed during a hackathon in the UAE in collaboration with Future Games, CD Projekt Red, and Games Ventures.
This crafting system was developed for a client's sci-fi game. The goal was to create a futuristic-looking interface that was both functional and visually unique. This node-based approach provides a clear and intuitive way for players to combine components.
A demonstration of a 3rd person portal mechanic, showcasing the ability to seamlessly transport a character and objects between two points in the game world.
This video showcases an early-stage boss fight mechanic.
This video showcases a work-in-progress demonstration of my combat system plugin integrated with my AI framework, featuring two AI agents engaged in a duel. It highlights the built-in deflection and parry mechanics that are core components of the combat system.
the order was to make a package of lowpoly characters for an indie game , deadline was 1 week. i used various techneques to minimize the work and make them as fast as possible.
this when i was still working on fiverr, i got the Level one seller and afterward managed to get fiverr choice