I’m a Game Developer with a strong technical foundation and hands-on experience shipping and maintaining live games using Unity and Unreal Engine 5. I currently work as a Game Programmer at Ghost Interactive Limited, where I collaborate closely with designers, artists, and animators to implement and optimize gameplay systems for a long-term Unity title with over 1 million downloads. My work has directly improved performance and stability, including eliminating crash issues and significantly boosting FPS on target devices, while also contributing to feature development and live backend systems using Firebase. Previously, I’ve worked as a Game Developer Intern at Vidribute, where I rapidly prototyped gameplay mechanics in Unity and helped build foundational systems in Unreal Engine 5 for mobile projects. Alongside this, I’ve contributed to full-stack and systems-level development through a Software Engineer Internship at Spectrum Software & Consulting, strengthening my ability to build scalable, production-ready systems beyond gameplay code. I’ve led and contributed to multiple game projects across different genres and purposes, including Project Stinger, an asymmetric multiplayer serious game focused on dengue awareness that was later published at an IEEE international conference. As project lead and game programmer, I designed core gameplay loops, implemented multiplayer and character systems, and coordinated version control, workflows, and sprint-like schedules. Earlier projects such as Panic Titanic—which won awards at Game On Conference 2021—helped shape my approach to iterative design, playtesting, and player-focused development. What sets me apart is my ability to bridge gameplay engineering, team coordination, and player perspective. I bring a strong understanding of performance, systems design, and production constraints, while also having deep roots in esports and player communities through my leadership roles with BYDESA and university clubs. This combination allows me to think beyond isolated features and focus on how systems come together to create engaging, scalable, and player-first experiences. I’m driven by building games that feel good to play, are technically solid, and are developed through clear communication and collaboration across disciplines.

Nafis Forkan

I’m a Game Developer with a strong technical foundation and hands-on experience shipping and maintaining live games using Unity and Unreal Engine 5. I currently work as a Game Programmer at Ghost Interactive Limited, where I collaborate closely with designers, artists, and animators to implement and optimize gameplay systems for a long-term Unity title with over 1 million downloads. My work has directly improved performance and stability, including eliminating crash issues and significantly boosting FPS on target devices, while also contributing to feature development and live backend systems using Firebase. Previously, I’ve worked as a Game Developer Intern at Vidribute, where I rapidly prototyped gameplay mechanics in Unity and helped build foundational systems in Unreal Engine 5 for mobile projects. Alongside this, I’ve contributed to full-stack and systems-level development through a Software Engineer Internship at Spectrum Software & Consulting, strengthening my ability to build scalable, production-ready systems beyond gameplay code. I’ve led and contributed to multiple game projects across different genres and purposes, including Project Stinger, an asymmetric multiplayer serious game focused on dengue awareness that was later published at an IEEE international conference. As project lead and game programmer, I designed core gameplay loops, implemented multiplayer and character systems, and coordinated version control, workflows, and sprint-like schedules. Earlier projects such as Panic Titanic—which won awards at Game On Conference 2021—helped shape my approach to iterative design, playtesting, and player-focused development. What sets me apart is my ability to bridge gameplay engineering, team coordination, and player perspective. I bring a strong understanding of performance, systems design, and production constraints, while also having deep roots in esports and player communities through my leadership roles with BYDESA and university clubs. This combination allows me to think beyond isolated features and focus on how systems come together to create engaging, scalable, and player-first experiences. I’m driven by building games that feel good to play, are technically solid, and are developed through clear communication and collaboration across disciplines.

Available to hire

I’m a Game Developer with a strong technical foundation and hands-on experience shipping and maintaining live games using Unity and Unreal Engine 5. I currently work as a Game Programmer at Ghost Interactive Limited, where I collaborate closely with designers, artists, and animators to implement and optimize gameplay systems for a long-term Unity title with over 1 million downloads. My work has directly improved performance and stability, including eliminating crash issues and significantly boosting FPS on target devices, while also contributing to feature development and live backend systems using Firebase.

Previously, I’ve worked as a Game Developer Intern at Vidribute, where I rapidly prototyped gameplay mechanics in Unity and helped build foundational systems in Unreal Engine 5 for mobile projects. Alongside this, I’ve contributed to full-stack and systems-level development through a Software Engineer Internship at Spectrum Software & Consulting, strengthening my ability to build scalable, production-ready systems beyond gameplay code.

I’ve led and contributed to multiple game projects across different genres and purposes, including Project Stinger, an asymmetric multiplayer serious game focused on dengue awareness that was later published at an IEEE international conference. As project lead and game programmer, I designed core gameplay loops, implemented multiplayer and character systems, and coordinated version control, workflows, and sprint-like schedules. Earlier projects such as Panic Titanic—which won awards at Game On Conference 2021—helped shape my approach to iterative design, playtesting, and player-focused development.

What sets me apart is my ability to bridge gameplay engineering, team coordination, and player perspective. I bring a strong understanding of performance, systems design, and production constraints, while also having deep roots in esports and player communities through my leadership roles with BYDESA and university clubs. This combination allows me to think beyond isolated features and focus on how systems come together to create engaging, scalable, and player-first experiences.

I’m driven by building games that feel good to play, are technically solid, and are developed through clear communication and collaboration across disciplines.

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Experience Level

Expert
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Expert
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Intermediate
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Language

English
Advanced

Work Experience

Game Programmer at Ghost Interactive Limited
September 1, 2025 - Present
Implement new gameplay features and optimise existing systems for long-term published Unity projects, enhancing player experience and performance. Develop and maintain Firebase-based backend systems, leveraging Realtime Database and Firestore for live data synchronisation and user progression tracking. Collaborate with design and art teams to integrate new content, mechanics, and UI updates seamlessly into production builds.
Software Engineer Intern at Spectrum Software & Consulting
May 1, 2025 - August 1, 2025
Engineered a Fullstack IoT prototype by developing a Python Flask server for data processing and a dynamic web dashboard using PHP, HTML, CSS, and MySQL. Developed and deployed an internal web application using the PERN stack to streamline company workflows.
Game Developer Intern at Vidribute
December 1, 2023 - February 1, 2024
Prototyped core gameplay mechanics and systems in Unity for a new game concept. Built the foundational gameplay architecture for a mobile game in Unreal Engine 5, implementing core mechanics for character control and player interaction. Conducted research on game design principles to generate new gameplay concepts.

Education

Bachelor of Science in Computer Science and Engineering (BSCSE) at North South University
January 1, 2021 - January 1, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
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