Welcome to my portfolio!

I’m a game programmer specializing in Unreal Engine and Unity, with experience developing for consoles, PC and Steam (Steam API, Steamworks), working with test kits and dev kits to ensure proper porting. I’m currently a Gameplay Programmer at Ten Ten Studios, building ability, AI, camera and encounter systems. Before that I was at Streamline Studios, where I worked on Upin & Ipin Universe.

Learn more about me, my experience and my skills in About.

Best Works

See more at Portfolio!

More About Me!

Alex Mah

Hello, I’m Alex Mah, a programmer and graduate of the University of Wollongong, Malaysia. My journey into game development began after my foundation program when I decided to explore my interests. I tried out programming, learning Python, and it got me interested in the tech field, and after weighing my interest, I decided to try out game development. This leap of faith led me to game programming, combining my love for games as a kid with my passion for problem-solving.

Today I’m mostly a generalist game programmer, and am more of a jack of all trades. My current focus is gameplay systems: abilities, enemy AI, cameras and encounters.

Outside of work, I’m a gamer (digital and physical), a big competitive TCG player, and I enjoy going to the gym. I’m currently actively playing Magic: The Gathering.

Experience

Gameplay Programmer - Ten Ten Studios

Mar 2026 - Present

  • Built the enemy & player ability workflow, using an animation-driven execution structure backed by data-driven data assets.
  • Built a custom gameplay effect workflow to accommodate shared states and effects, driven off a central data table lookup.
  • Designed reusable Behavior Tree services, decorators and tasks on top of a shared state machine, scaling across common enemies and bosses without duplicating logic per enemy type.
  • Built a dynamic camera system combining significance-based focus (priority-weighted target framing), screen-space safe zones and override zones for scripted moments, used across general gameplay, boss encounters and arena fights.
  • Built a flexible projectile system shared by player and enemy abilities, with modular behaviours and gameplay-effect-carrying payloads.
  • Built a scalable, data-driven encounter system supporting wave- and pool-style content through a pluggable spawn-policy pattern, letting designers configure variable content.
  • Built a shared aim-assist system (targeting search, continuous pull-facing) reused across multiple player abilities.

Junior Game Programmer - Streamline Studios

Jan 2025 - Jan 2026

Upin & Ipin Universe (PC, PlayStation, Nintendo Switch)

  • Refined core systems and features to meet project goals and design intent.
  • Troubleshot and resolved critical gameplay and stability issues that impeded production/shipping.
  • Ensured smooth porting and functionality across multiple platforms (PC, Consoles).
  • Integrated and implemented Steam platform features.
  • Identified and proposed solutions to UI/UX inconsistencies and design flaws.
  • Contributed technical and design input in reviews to validate gameplay UX.

Unannounced Project

  • Contributed to early design discussions in finding the unique selling points.
  • Researched and evaluated technical approaches for implementing core systems.
  • Led technical prototyping and architectural planning for the core systems defined.

Game Programmer Intern - AeonSparx Interactive

Mar 2024 - May 2024

  • Developed in Unreal Engine 5 (Blueprint, C++).
  • Learned and worked with GAS (Gameplay Ability System) to create abilities for production.
  • Worked with the existing codebase to create user interface for production (CommonUI).
  • Learned and applied practices for scalability and maintainability in production.

Education

Bachelor of Game Development (Honours) - University of Wollongong Malaysia

Jun 2021 - Mar 2024

Computer Games and Programming. Majored in Programming and used Unity for student projects.

Foundation in Arts - Taylor’s University

Feb 2020 - Feb 2021

Skills

LANGUAGES / ENGINES / FRAMEWORKS

  • C++
  • C#
  • Unreal Engine 5 (C++, Blueprint, GAS, CommonUI, Behavior Trees)
  • Unity
  • HTML5 / CSS / JS

TOOLS / PLATFORMS

  • GitHub / Perforce / Unreal Game Sync / Tortoise SVN
  • Steamworks (Steam API)
  • Console test kits / dev kits
  • Trello / Figma
  • Photoshop / Photopea
  • Audacity

FIELDS

  • Gameplay & Abilities
  • Enemy AI
  • Camera Systems
  • Systems Architecture
  • User Interface
  • Multi-platform porting
  • Game Design

SPOKEN LANGUAGES

  • English - Native / Bilingual
  • Malay - Native / Bilingual
  • Mandarin - Limited Working

You can download the PDF here.