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Work History

June 2013Present

Director of Engineering


Began as Mobile Technology Lead and was promoted to Director of Engineering in September 2014. Reports to the SVP of Engineering at Nickelodeon/Viacom.

Formed the mobile games, online games and interactive video engineering teams to support multiple initiatives across the Nick and NickJr brands. 

Set the technology strategy for the Nickelodeon Gaming Group, making decisions about how games are built and maintained.

Released over 40 premium mobiles games for Nick and NickJr on iOS & Android as well as hundreds of web games on, and Nick apps.

Leading R&D effort which involves discovering and evaluating new platforms, hardware, operating systems and technologies.

Built the architecture for multiple systems including a large Amazon AWS backend for a popular Nickelodeon mobile game, an internal automated build systems for games and an automated network traffic analyzer for apps and games.

Helped with the architecture and implementation of different systems & processes including over-the-air updates, accurate in-game reporting, game performance improvements, animation and visual fidelity.

Built an un-announced in-house product for creating and publishing interactive video content. The initiative started as a side project in early 2014 and entered full production a year after. It involves building multiple proprietary systems including a visual authoring tool, native iOS and Android players and a video encoding/distribution system. The project is being developed in close collaboration with multiple creative teams and show creators across the company and is expected to be released in 2017.

Working on an unannounced mobile music game that involves building a custom in-house interactive music engine.

Developed an in-house technology for an unannounced VR project that is currently being evaluated for patent filing.

June 2011June 2013

Staff Software Engineer

Disney Interactive

Led the engineering effort on multiple casual gaming projects for new and emerging platforms including:

Wreck-It Ralph: Sugar Rush Speedway racing game for Leap Motion. The game is built using Unity3D and includes different mini-games in addition to racing

Agent P Strikes Back game for Window 8. The game was featured in Steve Ballmer’s keynote at the Microsoft Build 2012 event. The game was also showcased in multiple sessions during the conference.

Agent P Strikes Back HTML5 game for Google Chrome on Android. The game was showcased in the Chrome Developer Sandbox during the Google IO 2012 Conference.

Investigated and implemented different prototypes around Microsoft Kinect, Augmented Reality and real-time multiplayer. 

Won the Disney Inventor Award for filing a patent describing a new way to browse and discover media content.

Helped with the development of the initial phases of Disney Movies Anywhere.

January 2007May 2011

Principal Engineer

Radius60 Studios

Initiated and led the development of an SDK and engine for Blu-ray Disc Java to serve as the cornerstone for all studio projects. It involved building multiple core components from the ground up including a fast rendering engine using an optimized scene-graph, scalable animation engine, a full MVC model for creating presentation/logic and a state machine model to define complex studio playback rules.

Designed and developed a lightweight scalable 2D Java game engine for Blu-ray. Engine supports sprite animations, tweening, frame skipping and basic physics and collision detection.

Pitched the idea and lead the development of Movie Log (MoLog). The system allowed viewers of a Blu-ray movie to add visual annotations, speech bubbles and create simple animation overlays synchronized on top of a specific scene. They can then share their creations online with other owners of the same Bluray. The product was licensed to Lionsgate Studios and was integrated into a number of their Bluray movies released between 2008 and 2011.

Nov 2006Jan 2007

Self Employed

Personal projects

Won the Code Project Windows Vista APIs competition for best article on Windows Vista APIs: “Introduction to Vista Transactional NTFS (TxF) with Detours”.

Published my personal software project called Phonashera which allowed users to share and access local telephone lines from anywhere in the world over the Internet. The software was fully written in C++ and pure Windows APIs using TAPI 3.0 COM interface. 

December 2004November 2006

Software Engineer


Joined the company as a C++/C Linux developer for their WAN optimization appliance. Worked on peer to peer network caching and optimizing TCP congestion protocol. Product was later acquired by F5 Networks.

Worked on different enterprise products using J2EE and .NET technologies in the Telecom and Education sectors.



BSc Computer Science

Cairo University

Completed post-bac, Masters level courses in Computer Science in 2006