I’m Mohsen Mohebali, a game and software developer with 15+ years of experience building real-time systems, mobile and VR applications, and cloud-based continuously deployed services. I enjoy turning complex problems into reliable, low-latency experiences—especially where graphics, AI, and performance optimization come together. I’ve led engineering efforts across multiple fast-moving tech environments, from remote startups to large production teams, contributing to shipping VR/ mobile games and developing in-house rendering and digital-human technologies. I’m excited by the challenge of designing robust systems (from architecture down to components) and collaborating across teams to deliver polished, scalable products.

Mohsen Mohebali

I’m Mohsen Mohebali, a game and software developer with 15+ years of experience building real-time systems, mobile and VR applications, and cloud-based continuously deployed services. I enjoy turning complex problems into reliable, low-latency experiences—especially where graphics, AI, and performance optimization come together. I’ve led engineering efforts across multiple fast-moving tech environments, from remote startups to large production teams, contributing to shipping VR/ mobile games and developing in-house rendering and digital-human technologies. I’m excited by the challenge of designing robust systems (from architecture down to components) and collaborating across teams to deliver polished, scalable products.

Available to hire

I’m Mohsen Mohebali, a game and software developer with 15+ years of experience building real-time systems, mobile and VR applications, and cloud-based continuously deployed services. I enjoy turning complex problems into reliable, low-latency experiences—especially where graphics, AI, and performance optimization come together.

I’ve led engineering efforts across multiple fast-moving tech environments, from remote startups to large production teams, contributing to shipping VR/ mobile games and developing in-house rendering and digital-human technologies. I’m excited by the challenge of designing robust systems (from architecture down to components) and collaborating across teams to deliver polished, scalable products.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Beginner
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Language

English
Fluent
Persian
Fluent

Work Experience

Senior Game Developer at Halfbrick
June 1, 2025 - Present
Technical implementation of behavior, logic and systems for AI opponents in The Thrill of the Fight 2 (VR boxing/fitness game).
Lead Software Engineer at UneeQ
July 1, 2022 - June 1, 2025
Owned engineering work for digital human cloud rendering and backend services, as well as the Digital Human SDK for Unreal Engine. Performed optimization and fine-tuning to reduce speech-to-speech response times for digital assistants/humans, improving overall user experience and system responsiveness.
Lead Software Engineer at Magic Leap
March 1, 2021 - July 1, 2022
Integrating and optimizing WebRTC and WebView on ML1 and ML2 (custom Android-based) platforms; leading engineering team to design, document and develop in-house remote rendering tech during its prototyping stage.
Senior Software Engineer at UneeQ
December 1, 2019 - March 1, 2021
Performance tuning and automation (of deployment) of cloud-based and real-time rendering of life-like digital assistants: to enable scalability and continuous integration; design and implementation of digital human’s synthesized behavior/animation framework.
Senior Software Engineer at Magic Leap
December 1, 2018 - December 1, 2019
Contributed to building out Lumin Runtime in C++ on a Linux-based operating system; design, documentation and implementation of Lumin Runtime subsystems; managed a small team of four software engineers that worked remotely.
Senior Software Engineer at FaceMe
June 1, 2018 - December 1, 2018
Developed a machine learning-based speech animation system that can be reused for any avatar or 3D character rig. Part-time specialist work in Unreal Engine included building animation systems for seamless blending between animation states and integrating third-party speech animation libraries, plus customization of hair/skin/eyes shaders/materials for a life-like virtual agent avatar.
Senior Software Engineer at FaceMe
June 1, 2017 - December 1, 2018
R&D of machine learning based speech animation system; Part-time Game Engine Specialist; development of life-like avatar in Unreal Engine; hair, skin and eyes shaders/materials customization.
Mid-level Game Programmer at Climax Studios
April 1, 2016 - September 1, 2018
Developing AR/VR/MR games and reusable framework using Unity; contributed to multiple Mobile-VR/AR games (and concepts) for clients such as Google; led the team to develop a Mobile-VR game on Google’s Cardboard Platform: Teenage Mutant Ninja Turtles VR.
Mid-level Programmer at Gameloft
July 1, 2014 - February 1, 2016
Programming in C++ and Objective-C for iOS devices; worked with artists and game designers to implement intended user experience and gameplay features; collaborated with producers and QA to identify and prioritize tasks/issues; contributed to releases such as Pastry Paradise, Ice Age Avalanche, Country Friends.
Programmer & Trainer (Part-time) at Limkokwing University Cyberjaya
May 1, 2014 - May 1, 2014
Supported student teams and project delivery in game programming and training activities, including hands-on guidance and supervision aligned with Nokia-published outcomes in the Ovi Store.
Game Programming Instructor & Trainer (On-site) at Limkokwing University Cyberjaya
March 1, 2013 - June 1, 2014
Mentored and taught game/IT students and supervised final-year projects. Managed student teams and game projects, with outcomes that were purchased by Nokia and published on Nokia’s Ovi Store, including Workshop Wrath, Elemental War, and Monkey Island.
Instructor & Trainer at Limkokwing University
March 1, 2011 - January 1, 2013
On-site Game Programming Instructor & Trainer; mentoring and teaching game/IT students; supervising final year projects; part-time programmer & trainer; supervised student projects purchased by Nokia for Nokia Ovi Store.
Lead Programmer at FencingFleas
May 1, 2010 - June 1, 2014
Contributed to the development of a multi-platform (PC, iOS and Android) game engine in C++, Objective-C and Java; gameplay programming and development of multi-platform mobile casual games for clients such as Astro Malaysia, F&N and 100PLUS.

Education

Bachelor of Multimedia (Honors), Software Engineering and Games Design at Multimedia University (MMU) Cyberjaya, Malaysia
June 1, 2006 - May 1, 2009

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Computers & Electronics

Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Beginner
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