About
Senior Game Programmer with 9+ years of experience in game development. Proficient in C++, C#, Unity, and Unreal Engine. Successfully developed gameplay systems, implemented Enemy AI, and managed project branches using version control tools. Experienced in game engine programming with a strong focus on physics and tools integration.
Work Experience
Polydin Studio
• Implemented FPS gameplay of the main character featuring multiple weapons.
• Developed a robust quest and dialog system and crafted a comprehensive editor for the design team.
• Actively leading a team of two programmers in prototype and development process.
Byteager Studio
Is an Augmented Reality (AR) game that puts the player in the shoes of a person who lives through the 'End Times' right before the Apocalypse where two worlds are about to merge as one! Most people are afraid of killer robots walking our streets! Tell them, there are worse things lurking in the shadows, waiting for the right time to walk the earth! The Merge has already begun!
• Implemented hack-and-slash gameplay featuring sword combat for the main character.
• Conceived 15 enemy AIs using Behavior Trees and crafted necessary tools for designers to modify enemy behavior.
• Created AR gameplay for boss fights within the game.
• Collaborated closely with three designers on the team, providing technical solutions for their requirements to ensure the project's smooth progression.
• Established a Quest and dialogue system, empowering designers to seamlessly integrate their creative imaginations into the game.
• Managed project branches in Git, handling merging to maintain the codebase's integrity.
• Directed the project's technical architecture and actively led a team of three programmers in the development process.
• Mentored two Art team members, helping them to implement new visual effects in Unity with Shader and VFX Graph, reducing dependency on the development team and improving workflow efficiency.
• Optimized project performance to sustain a steady 60 FPS on iPhone X through various techniques.
• Created 3 Blender extensions with Python, enabling artists to incorporate additional data into the mesh for advanced game shaders.
A technical VR demo for the Iranian new year (Nowruz 1397) Available on the AppStore, or you can download it for android.
• Crafted an immersive VR experience of a breathtaking garden for mobile, utilizing Google Cardboard technology.
• Enhanced performance, increasing iPhone X runtime frame rate from 40 to 60 FPS.
• Augmented performance by 30% by replacing standard PBR shaders with custom multi-layered shaders.
• Designed and implemented a 3D soccer free-kick mechanic for mobile devices, allowing players to control the shooting trajectory through screen swiping.
• Developed an editor in Unity for setting up a free-kick scene (including defender count, position, and moving path) that allows designers to easily save, load, and upload the setup to the server using JSON format.
• Implemented secure user authentication and session management with the server through REST APIs, ensuring a seamless and safe user experience.
• Integrated the Cafe-Bazaar and Char-Khooneh SDKs, two popular local Android app stores, to create a secure and seamless in-app purchase system for users.
FIP-CO
• Responsible for integrating Nvidia PhysX into the engine’s core.
• Developed various tools for the engine’s editor using Qt, including asset importers, material, and component editor, to streamline the development process.
• Crafted a car racing game using the engine, identified, and resolved performance issues to improve the gameplay experience.
Rain Soft Studio
• Designed and developed a ship control mechanic for a sea-based game, enabling players to control the movement and firing of their ship's cannon.
• Implemented a floating system using Unity physics to realistically simulate objects floating on the surface of the sea, responding to waves with natural movement.
• Developed enemy ship AI using a state machine, enabling responsive behavior during gameplay and interactions with other enemy entities.