Hi, I’m Amin Nikmanesh, a VR Simulation Engineer with 5+ years of experience designing combat, quest, and player-control systems in Unreal Engine 4/5 (C++/Blueprints). I specialize in AI-driven NPCs, dynamic mission logic, and real-time interaction, delivering robust, high-performance demos for PC and VR. I enjoy shipping polished tools and gameplay systems, profiling, and collaborating with cross-disciplinary teams to keep projects scalable and maintainable. I am currently pursuing a PhD at SFU in Computational Motor Control & Real-Time Simulation, focusing on locomotion, AI navigation, and immersive interaction systems. My work blends research-grade simulation with practical tooling, building modular frameworks, editor extensions, and client/server workflows that empower designers and developers to iterate quickly. I value a friendly, hands-on approach and enjoy mentoring teammates through code reviews and onboarding demos.

Amin Nikmanesh

Hi, I’m Amin Nikmanesh, a VR Simulation Engineer with 5+ years of experience designing combat, quest, and player-control systems in Unreal Engine 4/5 (C++/Blueprints). I specialize in AI-driven NPCs, dynamic mission logic, and real-time interaction, delivering robust, high-performance demos for PC and VR. I enjoy shipping polished tools and gameplay systems, profiling, and collaborating with cross-disciplinary teams to keep projects scalable and maintainable. I am currently pursuing a PhD at SFU in Computational Motor Control & Real-Time Simulation, focusing on locomotion, AI navigation, and immersive interaction systems. My work blends research-grade simulation with practical tooling, building modular frameworks, editor extensions, and client/server workflows that empower designers and developers to iterate quickly. I value a friendly, hands-on approach and enjoy mentoring teammates through code reviews and onboarding demos.

Available to hire

Hi, I’m Amin Nikmanesh, a VR Simulation Engineer with 5+ years of experience designing combat, quest, and player-control systems in Unreal Engine 4/5 (C++/Blueprints). I specialize in AI-driven NPCs, dynamic mission logic, and real-time interaction, delivering robust, high-performance demos for PC and VR. I enjoy shipping polished tools and gameplay systems, profiling, and collaborating with cross-disciplinary teams to keep projects scalable and maintainable.

I am currently pursuing a PhD at SFU in Computational Motor Control & Real-Time Simulation, focusing on locomotion, AI navigation, and immersive interaction systems. My work blends research-grade simulation with practical tooling, building modular frameworks, editor extensions, and client/server workflows that empower designers and developers to iterate quickly. I value a friendly, hands-on approach and enjoy mentoring teammates through code reviews and onboarding demos.

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Language

English
Fluent
Persian
Fluent

Work Experience

Sole Developer – VR Pedestrian Simulation (Unreal Engine) at Independent / Personal Projects
January 1, 2025 - October 14, 2025
Built VR pedestrian simulation of Vancouver's English Bay in UE5 using C++/Blueprints; implemented AI systems (Behavior Trees, EQS) and GAS, crowd-avoidance, and modular gameplay pipelines. Drove asset management, testing, and collaboration with playtesters; delivered a playable demo and roadmap for future content.
Sole Developer – UE5 Custom Editor Tools Plugin at Independent / Personal Projects
January 1, 2025 - Present
Implemented a custom UE5 editor tools plugin (C++/Slate) with a reusable UI framework for persistent editor options, asset management, and batch operations; exposed clean APIs for designers to prototype gameplay systems.
Sole Developer – Front-End UI Plugin (CommonUI) at Independent / Personal Projects
January 1, 2025 - Present
Developed a front-end UI plugin using CommonUI (C++) to streamline in-engine tooling, editor workflows, and visualization for gameplay prototypes.
PhD Researcher (Computational Motor Control & Real-Time Simulation) at Simon Fraser University (SFU)
January 1, 2025 - October 21, 2025
Developed UE5 simulations of locomotion and AI navigation; contributed to real-time interaction systems; performed performance profiling and optimization; created modular UE5 framework, asset management tooling, and editor extensions. Published research in peer-reviewed journals.
Sole Developer – VR Pedestrian Simulation (Unreal Engine 5) at Independent Research Project
December 31, 2024 - October 21, 2025
Developed VR pedestrian simulation using UE5 with C++/Blueprints; implemented AI navigation, locomotion, and interaction systems; designed modular tools, front-end plugins, and asset management workflows; delivered a demo with road-map for future content.
Gameplay Programmer / VR Simulation Engineer at Self-initiated Academic VR Project at SFU
September 1, 2025 - October 21, 2025
Built VR simulation of Vancouver's English Bay in Unreal Engine 5 using C++ and Blueprints; implemented AI-driven pedestrian avoidance (Behavior Trees / EQS / custom steering); profiled and achieved 90+ FPS; published findings; created an editor-extension plugin and modular UI; introduced asset-management tools and batch actor operations; developed a C++ material generator; exposed clean APIs & EditorUtility Widgets; delivered a Steam-ready demo and roadmap.

Education

PhD in Computational Motor Control & Real-Time Simulation at Simon Fraser University (SFU)
January 1, 2019 - October 14, 2025
MSc in Engineering at IUST
January 1, 2016 - January 1, 2018
BSc in Engineering at IU
January 1, 2012 - January 1, 2016
VR Pedestrian Simulation (Unreal Engine) – Sole Developer at Self-Directed Project
January 1, 2023 - January 1, 2025
PhD, Computational Motor Control & Real-Time Simulation at Simon Fraser University (SFU)
January 1, 2019 - January 1, 2025
MSc at Iran University of Science and Technology (IUST)
January 1, 2016 - January 1, 2018
BSc in Engineering at Iran University of Science and Technology (IUST)
January 1, 2012 - January 1, 2016
BSc in Engineering at IUST
January 1, 2012 - January 1, 2016
BSc at IUST
January 1, 2012 - January 1, 2016
MSc at IUST
January 1, 2016 - January 1, 2018
PhD at SFU
January 1, 2019 - January 1, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Education, Professional Services
    paper Defendrion (RPG Top Down Game)

    Action demo focused on combat feel and readability. Implemented modular abilities (GAS), wave orchestrator, BT/EQS enemy AI, and data-driven progression (leveling, skill trees, scaling). Iterated via playtests and balancing loops. Optimized particle-heavy encounters (Niagara/LOD/culling) to maintain stable frame times. Published as a Steam demo.