Draft. The highlighted items need your input before this goes live.

Mehedi Ahmed

Senior Unity engineer in New York,
open to full-time roles and contract work.

I build the systems under VR, AR and games: rendering, NPC AI, physics, networking and the editor tools a team works in. Shipping since 2017; now co-founder and lead engineer at Liminal Games Studio.

Work

Liminal Games Studio

Co-founder and lead engineer

2025–now PC, iPhone, iPad, Android

An independent studio making low-poly games.

Leave No Witnesses

A first-person stealth-action game for PC, in development. Guards hunt you by sight and sound, and anything you leave behind can give you away.

What I built:

  • A custom URP renderer for the pixel-art look. It captures the scene into small cubemaps, keeps only the visible texels in a compute pass and draws each one as a quad in the world, so pixels hold their place in 3D as the camera moves. GPU-driven, with nothing read back to the CPU each frame.
  • Guard perception: sight and sound checks for 100 NPCs inside a 1 ms frame budget, in Burst-compiled C# on the Job System.
  • Injuries instead of a health bar: pain, blood loss, vitality and damage per body zone. Characters who aren't hurt cost nothing per frame.
  • A semantic octree the AI queries for cover, sightlines and blood evidence without walking the scene graph every frame.
  • Hard walls between AI, injuries and rendering: they talk only through shared interfaces and ids, enforced by a test suite.

Poly Blockade

A low-poly tower defense game for iPhone, iPad and Android, coming soon. I'm a software engineer on it.

SimX

Unity engineer

2023–2025 Meta Quest

VR medical training apps. I owned features from design through release.

  • Editor tools (C#, JSON, Addressables) for setting up patient equipment: asset-loading setup 60% faster.
  • A texture combiner that paints wounds onto patient models, so a new wound no longer needs its own skinned mesh. Content work went 40% faster.
  • An animation system built for VR to replace Unity's Animator and cut its runtime cost.
  • Quest performance work that raised the frame rate 18%: less garbage collection, shared materials and textures, fewer draw calls.
  • AI-assisted development standards the whole engineering team adopted.

WIN Reality

Senior Unity engineer

2022 Meta Quest 2

A VR baseball training app with thousands of active users.

  • Ball physics: trajectory, bat collision and spin.
  • URP shaders in HLSL, including a real-time ball trail.
  • A rebuilt in-headset UI, with world-space menus and interactables, that raised engagement 13%.

Avrio Analytics

Senior AR engineer

2021–2022 Magic Leap

AR training for government clients, including de-escalation training for law enforcement. I led a team of four engineers and handled planning and stakeholder communication.

  • Colocated multiplayer: pose and voice between headsets, on one shared coordinate frame from a scanned fiducial marker.
  • NPCs on hierarchical behavior trees, with multi-stage interactions.
  • A node-based dialog editor that let designers build those behaviors 80% faster.

Contract work

VR and AR developer

2019–2021 Oculus Quest, iPhone and iPad

VR and AR apps for healthcare and medical training clients.

  • Tipping Point Media: iOS AR apps with fluid simulation shaders for liquid medication.
  • Pixacore: an Oculus Quest app that teaches CAR T-cell cancer therapy procedures.

Code & Craft

VR and AR developer

2017–2018 iPhone and iPad

Consumer apps taken from prototype to release at a startup.

POP AR

Place a to-scale virtual TV on your wall or a table, then resize it to see what fits. Built with ARKit; one of the first retail AR apps on the App Store.

Operation Viewpoint

Lead programmer

2017 HTC Vive

An asymmetric multiplayer stealth game for VR. Two players work together to get through a level full of guards. I built the AI and the multiplayer networking, and worked on the core design.

The Hollows

Lead engineer

2017 HTC Vive

A VR cave exploration game. Collect crystals to stay charged, keep the Shadows away, and search the caverns for a treasure called the Constellation. It has custom locomotion and optimized real-time lighting.

Made by a team of students in Ira Fay's Virtual Reality Lab class at Hampshire College, spring 2017.

The Virtual Memory Palace

Developer

2016 Google Daydream

A memory palace trainer built with a team of four at the MIT Media Lab's Reality, Virtually hackathon.

Skills

Engines and languages
Unity, C#, HLSL and ShaderLab, C++, Unreal Engine 5
Rendering
URP and HDRP, shader programming, compute shaders and GPU-driven rendering, profiling and optimization
Systems
NPC AI (behavior trees, state machines, perception), networked multiplayer and voice, physics, animation, in-headset UI
Unity tooling
Custom editor tools, Addressables, Burst and the Job System, Unity Test Runner, CI/CD
Platforms
Meta Quest 2, 3 and Pro; HTC Vive; Oculus Rift; Magic Leap; Microsoft HoloLens; Google Daydream; iOS with ARKit; Android with ARCore
Other tools
Git, Jira, Rider, Visual Studio, Autodesk Maya, Adobe Photoshop
Education
B.S. in informatics, University of Massachusetts Amherst

Write to me

I'm open to full-time roles and contract work in games, VR and AR.

mehediahmed2 at gmail.com
Email me