Cologne, Germany · Open to roles in Germany & remote

Alla Eddine Rakik

Technical Artist & Graphics / Gameplay Programmer

I build real-time rendering, shaders and tools, and I ship live games. My Roblox games have passed 37 million visits, and my BA thesis rendered carpets fiber by fiber in real time.

37M+ Visits on my live Roblox games
728K+ Favourites on Carpet Cleaning Simulator
5+ Years building games

01. Featured Work

Live games first, then rendering research and the shader and tool work behind it.

Procedurally generated shaggy carpet fibers rendered in real time BA Thesis

Shells 5.5× faster up close · fibers 1.3× faster at room distance

Real-Time Fiber Rendering for Carpet Materials

BA Thesis · Cologne Game Lab, TH Köln · 2025

I built two carpet renderers in Unity and measured them against each other: a procedural fiber shader (hardware tessellation, geometry shaders, Kajiya-Kay shading, screen-space LOD) and 64-layer shell texturing with normal mapping. Both were checked against reference photos and profiled on an RTX 3070.

HLSL Tessellation Geometry Shaders GPU Profiling
Read the case study

Lighting sampled per brush stroke

Stroke-Based Rendering

Makes 3D scenes read like 2D paintings by locking lighting to each stroke's centre instead of each pixel. Includes a custom tool that encodes stroke centres into textures.

Rendering HLSL Stylized
View Project
Snow Layer Generator result

One-click snow on any scene

Snow Layer Generator

Unity editor tool that bakes a NavMesh, extracts its geometry and extrudes it into snow layers with occlusion, on any object type.

Unity Tools Shaders
View Project

Debris that hugs any terrain

Terrain Debris Matcher

Shader that fits debris to terrain height while keeping each piece's shape, using vertex colours to store mesh part centres for height sampling.

Unity Shaders Vertex Colors
View Project

02. Experience

Studio, freelance and independent work, most recent first.

  1. 2026 – present

    Lead Developer · Independent Roblox games

    Carpet Cleaning Simulator (31M+ visits, 728K+ favourites) and Drain Simulator (6.1M+ visits). I build the gameplay systems and run live updates and seasonal events.

  2. 2021 – 2025

    B.A. Digital Games, Game Programming · Cologne Game Lab, TH Köln

    Thesis: real-time fiber and cloth rendering techniques for carpet materials.

  3. Sep 2022 – Oct 2023

    Lead Technical Artist / Gameplay Programmer · BlueGoo Games

    Built VFX with Shader Graph and particle systems, AI creatures with behaviour trees, and the inventory system. Profiled and fixed frame drops on weapon switching caused by unnecessary texture memory allocation and oversized textures.

  4. Sep 2022 – Jun 2023

    Interactive Apps Developer · Ruina Studio

    Interactive Unity apps built with Unity UI and DOTween, with a custom styling system modelled on CSS classes. Tight deadlines, strict quality bar.

  5. Jun 2022 – Jun 2023

    Freelance Lead Programmer · Project Mage

    2D platformer controller, dialogue system and first-time-user tutorial, plus a graph-based spell creation system for custom spells.

  6. Dec 2020 – Jul 2021

    Programming Intern, remote · Aeria Canada Studios

    Rescue Robots Sniper Survival, a mobile FPS released on Google Play: fixed character controller bugs, implemented new UI and a minimap.

03. Skills

The engines, languages and tools I use to take a visual idea from prototype to shipped.

Engines

  • Unity: URP, Shader Graph, ECS, editor tools
  • Roblox Studio (Luau)
  • s&box / Source 2
  • Unreal Engine

Graphics

  • HLSL / GLSL
  • Tessellation, geometry & compute shaders
  • PBR, custom lighting, toon & water
  • OpenGL, C++ software rasterizer

Programming

  • C# and C++
  • Luau
  • JavaScript / Java
  • Git, behaviour trees, gameplay systems

Tech Art & Profiling

  • VFX & particle systems
  • Unity Profiler, NVIDIA Nsight
  • Blender, Substance Painter & Designer
  • VR development

04. About Me

Where rendering meets gameplay.

I'm Alla Eddine Rakik, a game programmer and technical artist based in Cologne. I graduated in Game Programming from Cologne Game Lab (TH Köln) in 2025.

Most of my work sits where rendering meets gameplay: custom shaders and VFX, editor tools that save artists time, and the profiling that keeps it all at frame rate. At BlueGoo Games I led technical art and tracked down frame drops caused by wasted texture memory. In my thesis I built two real-time fiber renderers and measured exactly where each one wins.

Today I build and run live games on Roblox, where my two titles have passed 37 million visits. I work in English (C2), French (C1) and Arabic (native).

37M+ Roblox visits
2 Live games
5+ Years building games
fiber_spec.hlsl
// Kajiya-Kay fiber highlight, the model behind my thesis fiber shader
float FiberSpecular(float3 T, float3 V, float3 L, float exponent)
{
    float3 H = normalize(L + V);
    float TdotH = dot(T, H);
    float sinTH = sqrt(1.0 - TdotH * TdotH);

    // fade the highlight when the light is behind the fiber
    float atten = smoothstep(-1.0, 0.0, TdotH);
    return atten * pow(sinTH, exponent);
}

05. Get In Touch

Open to full-time Technical Artist, Graphics Programmer and Gameplay Programmer roles in Germany or remote.

Let's work together

I'm based in Cologne and can start immediately. The fastest way to reach me is email.