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Ibrahim Afara, إبراهيم عفارة

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