Amin Adnan Gul

Available to hire

I build games and gameplay systems in Unity using C. I mostly work on 2D/3D gameplay, prototypes, mechanics, UI, and debugging.

About

I build games and gameplay systems in Unity using C#. I mostly work on 2D/3D gameplay, prototypes, mechanics, UI, and debugging.
I can help with things like:

  • Player movement and combat
  • Physics-based mechanics and interactions
  • Enemy AI
  • Weapons, abilities, and other gameplay systems
  • Rapid prototypes
  • Unity UI and editor tools
  • DOTween-based UI animation
  • Performance/debugging
  • Local multiplayer and controller support

I’m also comfortable with C++, Python and React when a project involves more than just Unity.
I studied Computer Science at FAST-NUCES and previously worked as a Game Development Intern at Tintash.
If you have a project in progress or just need a prototype of an idea, send me the details. I’ll take a look and let you know if I can help.

  • Joined August 2026

Languages

  • EnglishFluent
  • UrduFluent

Industry experience

  • Gaming
  • Software & Internet
  • Computers & Electronics
  • Education

Projects · 5

An interactive desk scene you explore in the browser. Objects on the desk are clickable and functional — a working keyboard, a media player, and live system readouts — all driven by a single state layer rather than one-off scripts. Built in React and Next.js with a custom animation layer for smooth, frame-consistent transitions between states. The interesting part was treating a website like a small interactive scene: managing state across many objects that can each be triggered independently. https://www.twine.net/signin

  • Developer
  • Programmer

A fast FPS built around movement. Players chain dash, updraft, and stomp to keep momentum, using explosive barrels to launch into new routes. Weapons come from a card system — up to two card types at once, swappable mid-fight, and discarding a card triggers a movement ability instead. Raycast combat across pistol, SMG, shotgun, and katana. Levels are timed and graded S–C with best times saved, so the design rewards speedrunning and replays. Built in Unity 3D with C: CharacterController movement with coyote time and jump buffering, modular enemy AI, and full HUD, pause, and music systems.

  • Game Developer

A Blender extension that builds what you describe — modelling, materials, lighting and camera work — driven by Claude or a local model running via Ollama. 40 hand-written tools cover mesh editing, scattering, UV unwrapping, modifiers and shader graphs. It renders its own work, compares the result against a reference image, and corrects itself. No generated code is ever executed and every scene change waits for approval. Includes a per-message spend limit and full request diagnostics. Python on Blender's bundled interpreter, no third-party packages, 20 headless test suites.

  • Developer

A Rocket League–inspired arcade sports game in Unity: you drive a physics-based robot and hit the ball with a chargeable spherical shockwave instead of a racket. I built the gameplay foundation solo — force-based movement, spin/Magnus ball physics, an event-driven shockwave + "juice" layer (camera shake, hit-stop, rumble), a data-driven court/bounds/rally system, serving, an energy economy, local split-screen, a tunable CPU opponent.

  • Game Developer

A reusable, inspector-driven UI animation component for Unity, built to asset-store quality. One drop-on script animates any UI element through four combinable channels — move, rotate, scale, fade — plus curved arc paths, with symmetric play-in/out, per-element hover/selected states, and auto or code triggers. DOTween powers it under the hood, fully hidden behind a clean inspector. The standout is a custom Scene-view editor: you author the whole animation by dragging handles (start position, rotation, scale, arc) live — with a ghost + path preview

  • Developer

Work experience

Game Development Intern · TintashJun 2025 – Jul 2025 · 2 mos

Completed structured Unity 2D training covering game loops, physics, scene management, prefabs, and C# scripting. Built prototype mechanics reinforcing core engine concepts and implemented end-to-end gameplay systems.

Education

BS Computer Science · FAST National University of Computer & Emerging Sciences2022 – 2026

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