I am a Unity developer with over 5 years of experience specializing in high-performance game development across multiplayer and large-scale simulation projects. I have worked extensively with frameworks such as Mirror and Fish-Networking to support networked gameplay, and I am proficient in Unity DOTS/ECS to create scalable, data-oriented architectures. Throughout my career, I have published four Android games with over 10,000 downloads, optimizing and delivering smooth experiences for both real-time multiplayer and CPU-intensive single-player simulations. I enjoy building optimized, maintainable systems and collaborating in Agile environments.

Khashayar Mohassesi

I am a Unity developer with over 5 years of experience specializing in high-performance game development across multiplayer and large-scale simulation projects. I have worked extensively with frameworks such as Mirror and Fish-Networking to support networked gameplay, and I am proficient in Unity DOTS/ECS to create scalable, data-oriented architectures. Throughout my career, I have published four Android games with over 10,000 downloads, optimizing and delivering smooth experiences for both real-time multiplayer and CPU-intensive single-player simulations. I enjoy building optimized, maintainable systems and collaborating in Agile environments.

Available to hire

I am a Unity developer with over 5 years of experience specializing in high-performance game development across multiplayer and large-scale simulation projects. I have worked extensively with frameworks such as Mirror and Fish-Networking to support networked gameplay, and I am proficient in Unity DOTS/ECS to create scalable, data-oriented architectures.

Throughout my career, I have published four Android games with over 10,000 downloads, optimizing and delivering smooth experiences for both real-time multiplayer and CPU-intensive single-player simulations. I enjoy building optimized, maintainable systems and collaborating in Agile environments.

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Experience Level

Expert
Expert
Intermediate

Work Experience

Unity ECS/DOTS Developer at Dread Horse (Independent Project)
April 1, 2025 - Present
Built a real-time, large-scale tower defense simulation using Unity’s Data-Oriented Technology Stack (DOTS), implementing all gameplay systems in ECS for maximum performance. Designed and implemented a dynamic pathfinding system supporting "mazing" mechanics, recalculating optimal enemy routes in real time as towers are placed or removed. Optimized entity processing with Burst-compiled, multi-threaded systems, enabling smooth simulation of hundreds of agents simultaneously. Applied data-oriented design principles to maximize CPU cache efficiency and minimize structural change stalls. Developed scalable gameplay architecture to support future expansion into a full real-time roguelite strategy experience.
Unity Developer/Backend at Jinx Startup Studio (formerly Reaper)
April 1, 2025 - August 14, 2025
Re-engineered entire backend architecture for Secret Of The Mansion, optimizing matchmaking, authentication, and scalability, achieving 2,000 installs in the first month and cultivating a dedicated fanbase. Implemented server-authoritative game mechanics for Secret Of The Mansion, an Among Us-inspired game, ensuring fair gameplay and reducing cheating risks. Enhanced networking libraries for Pate Rize, focusing on local connections, resulting in 85% player satisfaction rate for event connectivity. Scaled backend services for three online games supporting over 1,000 concurrent players during peak hours, ensuring smooth gameplay and stability. Automated over 100 updates and reduced deployment time by 40% through CI/CD pipeline implementation using GitHub. Built real-time analytics dashboards that informed gameplay adjustments, boosting user engagement by 15%. Collaborated with designers on UI/UX mockups, implementing retention strategies that sustained monthly engagement post-launch.
Unity Developer at Zimatek Startup Studio
March 1, 2021 - August 14, 2025
Engineered innovative 2D gameplay mechanics in Unity, utilizing complex geometry algorithms to solve unique in-game challenges, enhancing overall player experience. Optimized asset management by implementing advanced asset bundle workflows (pre-Addressables), reducing upfront download sizes by 40% and improving file compression. Developed custom designer tools, enabling more efficient level design workflows and empowering the design team to implement levels with greater speed and precision.

Education

Add your educational history here.

Qualifications

Bachelor Software Engineering
October 1, 2014 - April 1, 2019

Industry Experience

Gaming, Software & Internet

Experience Level

Expert
Expert
Intermediate

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