I go by Amir. I make games, and I write the systems underneath them. Unity and GameMaker mostly, solo or in small teams.
Right now that's Service, a first-person horror game I'm building alone in Unity 6. The creature runs a 6-state pursuit machine over NavMesh instead of a patrol route, so it comes at you by position rather than on a timer, and that one decision changed how the whole game plays. Before that I led a team of 4 as programmer and director on Silk Lounge, a 1930s speakeasy platformer in GameMaker, and built the trick and scoring systems on a ski game with two other people. It started with Marionette’s Ascent, a Touhou-style bullet hell that taught me object pooling the hard way.
The other half is graphics and engineering. I wrote custom GLSL for a satellite tracker that keeps 14,800+ orbits on the GPU, and I'm doing my MS in Computer Science at UNC Charlotte, graduating May 2027, after a BTech in AI & ML from SRM IST Chennai. Two internships at Drata IT Solutions, first on Python APIs and then on cloud infrastructure, GKE, Cloud Run, and Terraform, and right now I TA frontend web development for 118 students. None of that is game work, but knowing how a build pipeline and a profiler behave has never once hurt.
What I care about is feel. A jump arc, a chase that reads as intelligent, a score that rewards the risky line. That part only comes from playing it over and over and changing numbers until it's right.
// currently: gameplay, systems, and graphics roles
04GAMES SHIPPED OR IN BUILD
03ENGINES · UNITY / GAMEMAKER / UE5
15+PROJECTS SHIPPED OVERALL