About

Senior Technical Gameplay Programmer with 12+ years of experience building gameplay systems, AI architectures, tools, and engine-level technologies across Unreal Engine, Unity, and proprietary C++ engines. Strong background in FPS and action gameplay, combat systems, enemy and NPC AI, optimization, and cross-discipline feature delivery.

Skills

Core

C++, C#, Unreal Engine, Unity, Gameplay Systems, AI, Combat, Tools

Secondary

Vulkan, HLSL/GLSL, Qt, Dear ImGui, Nvidia PhysX, Blender Python

Workflow

Git, Plastic SCM, Agile/Scrum, profiling, optimization

Current Focus

Engine architecture, rendering workflows, gameplay scripting foundations

Personal Project

Helix Game Engine
Ongoing

• Building a custom C++ game engine using Vulkan 1.4, Dear ImGui, CoreCLR, and Box2D.
• Implementing indirect rendering, buffer device address, and bindless resource indexing.
• Developing engine and editor foundations for gameplay scripting, rendering workflows, and runtime experimentation.

Work Experience

Lead Game Programmer
Polydin Studio
Fractured Tenement

• Led a team of 3 programmers through production, providing technical direction, code reviews, task breakdowns, and feature integration support.
• Owned the Unreal C++ FPS combat framework, including weapon state machines, reload and fire flows, hit validation, interaction traces, animation hooks, and designer-tunable data assets.
• Built StateTree and Utility AI architecture for enemy and NPC behaviors, enabling designers to tune decision-making and encounter variation without programmer support.
• Managed Plastic SCM branching workflows and custom smart-lock sync hooks, reducing collaboration overhead by 30%.

Senior Game Programmer
Byteager Studio
Project D.E.A.R: The Merge

A Unity action title with AR boss encounters, focused on combat, AI, and scalable designer-facing systems.

• Implemented hack-and-slash character gameplay, including sword and magic combat systems.
• Built 15 distinct enemy AI behaviors using Behavior Trees and custom designer-facing editor tools.
• Developed two AR boss fight experiences using Unity AR Foundation.
• Architected quest and dialogue systems that enabled designers to author and integrate narrative content independently.
• Optimized project performance to a stable 60 FPS on iPhone X and reduced memory usage by 15%.

Selected Work Gallery
Game Programmer
Hami System Sharif
Kashteh

• Implemented a 3D soccer free-kick mechanic for mobile devices with swipe-driven shot control.
• Built Unity editor tools for configuring free-kick scenarios and uploading them directly to the server.
• Implemented secure authentication and session management through REST APIs.
• Integrated Cafe Bazaar and Char-Khooneh SDKs for secure Android in-app purchases.

Hami Dream

• Developed a mobile VR Zen Garden experience using Google Cardboard.
• Improved runtime performance from 40 FPS to 60 FPS on iPhone X by replacing standard shaders with custom shaders.

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Engine Programmer
FIP-CO
G-Engine

• Integrated Nvidia PhysX into the engine core, enabling rigid-body simulation and physics-driven gameplay features.
• Contributed to Mono and C# scripting support for faster gameplay iteration.
• Developed Qt-based editor tools, including asset importers, material editors, and component editors.
• Built a racing game prototype to validate gameplay systems and identify performance issues.

Game Programmer
Rainsoft Studio
Nabard-e Abhaye Azad

• Designed and developed naval ship movement and cannon combat mechanics.
• Implemented enemy ship AI using a state machine architecture.