I'm Mehedi Ahmed, a Senior Unity Engineer with 8+ years of experience crafting high-performance real-time 3D applications, VR/AR, and cross-platform experiences. I specialize in architecting scalable systems, custom shader work (HLSL/ShaderLab), and AI-driven gameplay mechanics, delivering tools and pipelines that streamline development for teams deploying on Meta Quest, Vive, HoloLens, and mobile platforms. From concept to deployment, I focus on performance optimization, reusable editor tooling, and robust content workflows. I've led AI standards, built VR animation systems, and created content generators that accelerate asset production. I'm passionate about pushing immersive technology forward and collaborating with cross-functional teams to ship impactful experiences.

Mehedi Ahmed

I'm Mehedi Ahmed, a Senior Unity Engineer with 8+ years of experience crafting high-performance real-time 3D applications, VR/AR, and cross-platform experiences. I specialize in architecting scalable systems, custom shader work (HLSL/ShaderLab), and AI-driven gameplay mechanics, delivering tools and pipelines that streamline development for teams deploying on Meta Quest, Vive, HoloLens, and mobile platforms. From concept to deployment, I focus on performance optimization, reusable editor tooling, and robust content workflows. I've led AI standards, built VR animation systems, and created content generators that accelerate asset production. I'm passionate about pushing immersive technology forward and collaborating with cross-functional teams to ship impactful experiences.

Available to hire

I’m Mehedi Ahmed, a Senior Unity Engineer with 8+ years of experience crafting high-performance real-time 3D applications, VR/AR, and cross-platform experiences. I specialize in architecting scalable systems, custom shader work (HLSL/ShaderLab), and AI-driven gameplay mechanics, delivering tools and pipelines that streamline development for teams deploying on Meta Quest, Vive, HoloLens, and mobile platforms.

From concept to deployment, I focus on performance optimization, reusable editor tooling, and robust content workflows. I’ve led AI standards, built VR animation systems, and created content generators that accelerate asset production. I’m passionate about pushing immersive technology forward and collaborating with cross-functional teams to ship impactful experiences.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert

Language

English
Fluent
Bengali
Fluent

Work Experience

Unity Engineer at SimX
August 1, 2023 - October 1, 2025
Architected and delivered enterprise-grade VR medical training applications for Meta Quest platforms using Unity (C#), managing full development lifecycle from initial design through production deployment. Built custom Unity Editor tooling (C#, JSON, Addressables) for dynamic patient equipment management, enabling asset loading 60% faster than manual workflows. Led performance optimization using Unity Profiler, delivering 18% FPS improvements via garbage collection reduction, memory management, material optimization, texture sharing, and draw call reduction. Engineered a proprietary VR animation system (C#) replacing the standard Animator, and established company-wide AI development standards with standardized context files. Created a texture combiner system (C#, shader programming) to procedurally generate wound textures, accelerating content creation by ~40%.
Senior Unity Engineer at WIN Reality
May 1, 2022 - December 1, 2022
Developed high-performance VR training experiences in Unity for Meta Quest 2. Implemented physics simulations (Unity Physics) that authentically replicate sports dynamics, including ball trajectory, bat collisions, and spin effects. Created custom shaders (HLSL, ShaderLab, URP) for dynamic visuals and a trail rendering system for real-time ball tracking. Rebuilt application UI around immersive VR interaction paradigms, boosting user engagement. Maintained code quality through reviews and implemented scalable engineering frameworks to support high-performance modules.
Senior AR Engineer at Avrio Analytics
May 1, 2021 - May 1, 2022
Delivered government-facing AR training applications for the Magic Leap platform, managing planning, Unity development, and stakeholder communication. Architected networked multiplayer systems (C#, networking) with integrated VoIP for large-scale collaborative AR experiences. Designed hierarchical behavior trees to drive dynamic, context-aware NPCs for law enforcement de-escalation training with multi-stage adaptive interactions. Led a cross-functional team of 4 engineers in Agile/Scrum, releasing multiple AR training apps on schedule. Developed a node-based dialog editor tool (C#, Unity Editor) to control AI dialog and animations, enabling designers to build complex scenarios 80% faster.
Contract VR/AR Developer at Independent
December 1, 2019 - April 1, 2021
Delivered VR and AR applications for enterprise clients across healthcare and medical training. Tipping Point Media: developed iOS AR applications (Unity, ARKit) with custom fluid simulation shaders for realistic liquid visualization in AR training scenarios. Pixacore: built immersive VR training applications for CAR T-Cell cancer therapy procedures.
VR/AR Developer at Code & Craft, Inc
January 1, 2017 - August 1, 2018
Delivered multiple Unity projects from prototype through production, managing technical scope and quality standards across Unity-based work. Launched one of the first commercial iOS AR applications leveraging Apple ARKit for a retail-focused experience on the App Store. Contributed to Agile team processes, collaborating closely with designers and stakeholders in a fast-paced startup environment.

Education

Bachelor of Science in Informatics at University of Massachusetts Amherst
January 11, 2030 - March 11, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Healthcare, Media & Entertainment, Education