Technical Artist · Founder, EQLabs
Technical artist and founder of EQLabs. In production since 2018: real-time effects for shipped games and an animated series, Houdini tools for real-time pipelines, and now 122 editor tools for Unreal Engine. I work where art and engineering meet: shaders, simulation, procedural tools, and the pipelines that keep artists inside the engine.
Experience
2026 – now · Stockholm
Founder, EQLabs
- Founded EQLabs to build editor tools that keep technical-art work inside the engine.
- Built EQLabs Pro: 122 native C++ editor tools for Unreal Engine 5.4 to 5.8 in one plugin, opened from one Hub. On Fab.
- Released standalone tools on Fab: Pivot Painter Lab, Painting Lab and Cinematic Lab.
- Unity line on the Asset Store: CelShaderFX, EQ VAT Lab and EQ Pivot Painter Lab.
2023 – 2026 · Stockholm
Senior FX Artist, Toadman Interactive
- Gameplay and environment effects for three games in two engines: EvilVEvil, Toadman's co-op vampire shooter (Stingray, released 2024); Aliens: Fireteam Elite 2, co-developed with Cold Iron Studios (released 2026); and Singing they Pass, a tactical RPG by Roguehaven (Unreal Engine).
- Built shader and particle workflows that the wider FX team adopted.
- Worked with design and art so that effects read clearly as gameplay feedback, even in a crowded fight.
2021 – 2023 · Stockholm
FX Lead, Viaplay Studios Animation
- Led the effects on Karma & Jonar, an eight-episode animated series rendered in Unreal Engine and released in 2022, in an FX and tech team of six: fire and smoke, water, a waterfall, destruction, ambient effects and the final-episode sky blast.
- Built the tools the team shared: a Niagara fire setup, a Blueprint that emits smoke along a spline, and a bridge that brings Unreal's camera and animation into Houdini for destruction.
2018 – 2020 · Berlin and Stockholm
3D Generalist, Freelance
- 3D, motion and VFX for live events, indie and mid-size game studios, cinematics and trailers.
Selected work
- Karma & Jonar: FX lead, fire, water, sky blast and destruction (Unreal Engine, Houdini)
- Pivot Painter Lab: in-engine Pivot Painter baking for Unreal Engine
- Dynamic Snow Footprints: render-target ground deformation in Unreal Engine 4
Skills
- Real-time VFX
- Unreal Engine and Niagara, Unity particles and VFX Graph, Stingray, EmberGen
- Simulation
- Houdini: Pyro, RBD, FLIP, Vellum, FEM, grains. VEX, digital assets
- Code
- Python, HLSL, VEX, MAXScript, Blueprint. C++ (Unreal editor tools), C# (Unity editor tools), TypeScript (three.js)
- Art
- Substance Painter and Designer, Maya, 3ds Max, Nuke, After Effects, sketching and storyboards
- Pipeline
- Perforce, Git, SVN, Python automation
- Languages
- English, Arabic, Swedish
Education
- FutureGames 2020
- Game Development, specialising in Technical Art, Stockholm
- Hyper Island 2018
- Motion Creative, Stockholm
- University of Aleppo 2010
- Computer Science, Aleppo