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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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.
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