Hi, I'm Aliasghar Parandoush, a Senior Game Developer specializing in Unity and Unreal Engine with over 9 years of professional experience. I've been fortunate to work on award-winning, cross-platform games for PC, console, mobile, and XR platforms, delivering engaging multiplayer and open-world experiences. My expertise lies in game engine optimization, gameplay systems architecture, and mentoring engineering teams to push creative boundaries. I enjoy leading development efforts that enhance performance and player experience, collaborating closely with diverse teams across the globe. Outside of work, I'm passionate about sharing knowledge and staying abreast of the latest game development technologies and techniques to create immersive worlds players love.

Aliasghar Parandoush

Hi, I'm Aliasghar Parandoush, a Senior Game Developer specializing in Unity and Unreal Engine with over 9 years of professional experience. I've been fortunate to work on award-winning, cross-platform games for PC, console, mobile, and XR platforms, delivering engaging multiplayer and open-world experiences. My expertise lies in game engine optimization, gameplay systems architecture, and mentoring engineering teams to push creative boundaries. I enjoy leading development efforts that enhance performance and player experience, collaborating closely with diverse teams across the globe. Outside of work, I'm passionate about sharing knowledge and staying abreast of the latest game development technologies and techniques to create immersive worlds players love.

Available to hire

Hi, I’m Aliasghar Parandoush, a Senior Game Developer specializing in Unity and Unreal Engine with over 9 years of professional experience. I’ve been fortunate to work on award-winning, cross-platform games for PC, console, mobile, and XR platforms, delivering engaging multiplayer and open-world experiences. My expertise lies in game engine optimization, gameplay systems architecture, and mentoring engineering teams to push creative boundaries.

I enjoy leading development efforts that enhance performance and player experience, collaborating closely with diverse teams across the globe. Outside of work, I’m passionate about sharing knowledge and staying abreast of the latest game development technologies and techniques to create immersive worlds players love.

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Experience Level

Expert
Expert
Expert
Intermediate

Language

English
Fluent

Work Experience

Lead Engine Developer – Unity & Unreal Engine at Iron Galaxy Studios
February 1, 2023 - June 6, 2024
Spearheaded engine performance enhancements for Skyrim VR (PSVR2) and The Elder Scrolls: Blades (Nintendo Switch), targeting 90 FPS VR and 60 FPS console/handheld performance. Developed advanced dynamic resolution scaling, GPU memory profiling, and platform-specific rendering optimizations, boosting throughput by 34%. Created automated shader validation pipelines and regression testing tools, reducing QA and certification timelines by 40%. Managed and mentored a team of 5 engineers, implementing modular development paradigms and platform-agnostic architecture.
Senior Multiplayer Gameplay Engineer – Unreal Engine at Velan Studios
August 1, 2021 - January 31, 2023
Architected rollback netcode, replication graph, and input correction systems for Knockout City with Unreal Engine 4. Reduced gameplay latency by 48%, achieving tighter synchronization and cross-platform fairness for PC, console, and mobile. Integrated telemetry dashboards for monitoring KPIs such as match duration, kill/death ratio, and engagement trends to inform live adjustments. Delivered bi-weekly seasonal content and balance patches in collaboration with EA Originals, using iterative KPI-driven tuning.
Senior XR Developer – Unity & Unreal VR Platforms at Coatsink
May 1, 2019 - July 31, 2021
Led VR development for Jurassic World Aftermath Part 1 & 2 (Meta Quest) and The Assembly VR Remaster across Meta Quest 2/3 and SteamVR. Implemented full-body motion tracking, realistic object interactions with IK-based grabbing, and dynamic haptics using Unity XR Toolkit + OpenXR. Built modular input abstraction layers enabling plug-and-play support for VR controllers and hand tracking systems. Automated XR build, test, and performance benchmark pipelines, reducing QA cycles by 50% and speeding up release validation. Sustained consistent 90 FPS performance using shader LOD, GPU instancing, foveated rendering, and asynchronous timewarp.
Gameplay Systems Engineer – Unity Narrative Games at Inkle
January 1, 2017 - March 31, 2019
Developed advanced dialogue and branching quest systems for Heaven’s Vault and Pendragon, integrating runtime storytelling with Ink scripting. Created an in-Unity Ink debugging/preview tool, accelerating narrative iteration cycles by 60%. Optimized combined 2D/3D content rendering, reducing draw calls and boosting frame rates by 35% on Intel and mobile GPUs. Implemented a scalable localization management system supporting 9 languages, with dynamic font handling for RTL scripts.
Junior Game Developer – Unity & Unreal Engine at Flying Wild Hog
September 1, 2015 - December 31, 2016
Contributed to AI behavior systems, combat scripting, and level scripting for Shadow Warrior 2 (Unreal Engine 3/4 hybrid). Worked closely with senior engineers to implement enemy logic, navmesh pathing, and hit reaction events using Unreal Kismet and C++. Assisted with optimization of level streaming, material instancing, and LOD generation to ensure 60 FPS on PS4/Xbox One. Participated in internal tool improvements for animation notifies, gameplay triggers, and debug overlays used by QA and level designers. Collaborated across the design and QA teams, iterating on balancing, damage curves, and weapon recoil behavior.
Lead Engine Developer – Unity & Unreal Engine at Iron Galaxy Studios
February 1, 2023 - Present
Spearheaded engine performance enhancements for Skyrim VR (PSVR2) and The Elder Scrolls: Blades (Nintendo Switch), targeting 90 FPS VR and 60 FPS console/handheld performance. Developed advanced dynamic resolution scaling, GPU memory profiling, and platform-specific rendering optimizations, boosting throughput by 34%. Created automated shader validation pipelines and regression testing tools, reducing QA and certification timelines by 40%. Managed and mentored a team of 5 engineers, implementing modular development paradigms and platform-agnostic architecture.
Senior Multiplayer Gameplay Engineer – Unreal Engine at Velan Studios
January 31, 2023 - July 16, 2025
Architected rollback netcode, replication graph, and input correction systems for Knockout City with Unreal Engine 4. Reduced gameplay latency by 48%, achieving tighter synchronization and cross-platform fairness for PC, console, and mobile. Integrated telemetry dashboards for monitoring KPIs such as match duration, kill/death ratio, and engagement trends to inform live adjustments. Delivered bi-weekly seasonal content and balance patches in collaboration with EA Originals, using iterative KPI-driven tuning.
Senior XR Developer – Unity & Unreal VR Platforms at Coatsink
July 31, 2021 - July 16, 2025
Led VR development for Jurassic World Aftermath Part 1 & 2 (Meta Quest) and The Assembly VR Remaster across Meta Quest 2/3 and SteamVR. Implemented full-body motion tracking, realistic object interactions with IK-based grabbing, and dynamic haptics using Unity XR Toolkit + OpenXR. Built modular input abstraction layers enabling plug-and-play support for VR controllers and hand tracking systems. Automated XR build, test, and performance benchmark pipelines, reducing QA cycles by 50% and speeding up release validation. Sustained consistent 90 FPS performance using shader LOD, GPU instancing, foveated rendering, and asynchronous timewarp.
Gameplay Systems Engineer – Unity Narrative Games at Inkle
March 31, 2019 - July 16, 2025
Developed advanced dialogue and branching quest systems for Heaven's Vault and Pendragon, integrating runtime storytelling with Ink scripting. Created an in-Unity Ink debugging/preview tool, accelerating narrative iteration cycles by 60%. Optimized combined 2D/3D content rendering, reducing draw calls and boosting frame rates by 35% on Intel and mobile GPUs. Implemented a scalable localization management system supporting 9 languages, with dynamic font handling for RTL scripts.
Junior Game Developer – Unity & Unreal Engine at Flying Wild Hog
December 31, 2016 - July 16, 2025
Contributed to AI behavior systems, combat scripting, and level scripting for Shadow Warrior 2 (Unreal Engine 3/4 hybrid). Worked closely with senior engineers to implement enemy logic, navmesh pathing, and hit reaction events using Unreal Kismet and C++. Assisted with optimization of level streaming, material instancing, and LOD generation to ensure 60 FPS on PS4/Xbox One. Participated in internal tool improvements for animation notifies, gameplay triggers, and debug overlays used by QA and level designers. Collaborated across design and QA teams, iterating on balancing, damage curves, and weapon recoil behavior.
Lead Engine Developer – Unity & Unreal Engine at Iron Galaxy Studios
February 1, 2023 - Present
Spearheading engine performance enhancements for Skyrim VR (PSVR2) and The Elder Scrolls: Blades (Nintendo Switch), targeting 90 FPS VR and 60 FPS console/handheld performance. Developed advanced dynamic resolution scaling, GPU memory profiling, and platform-specific rendering optimizations, boosting throughput by 34%. Created automated shader validation pipelines and regression testing tools, reducing QA and certification timelines by 40%. Managing and mentoring a team of 5 engineers, implementing modular development paradigms and platform-agnostic architecture.
Senior Multiplayer Gameplay Engineer – Unreal Engine at Velan Studios
January 31, 2023 - July 16, 2025
Architected rollback netcode, replication graph, and input correction systems for Knockout City with Unreal Engine 4. Reduced gameplay latency by 48%, achieving tighter synchronization and cross-platform fairness for PC, console, and mobile. Integrated telemetry dashboards for monitoring KPIs such as match duration, kill/death ratio, and engagement trends to inform live adjustments. Delivered bi-weekly seasonal content and balance patches in collaboration with EA Originals, using iterative KPI-driven tuning.
Senior XR Developer – Unity & Unreal VR Platforms at Coatsink
July 31, 2021 - July 16, 2025
Led VR development for Jurassic World Aftermath Part 1 & 2 (Meta Quest) and The Assembly VR Remaster across Meta Quest 2/3 and SteamVR. Implemented full-body motion tracking, realistic object interactions with IK-based grabbing, and dynamic haptics using Unity XR Toolkit and OpenXR. Built modular input abstraction layers enabling plug-and-play support for VR controllers and hand tracking systems. Automated XR build, test, and performance benchmark pipelines, reducing QA cycles by 50% and speeding up release validation. Sustained consistent 90 FPS performance using shader LOD, GPU instancing, foveated rendering, and asynchronous timewarp.
Gameplay Systems Engineer – Unity Narrative Games at Inkle
March 31, 2019 - July 16, 2025
Developed advanced dialogue and branching quest systems for Heaven’s Vault and Pendragon, integrating runtime storytelling with Ink scripting. Created an in-Unity Ink debugging/preview tool, accelerating narrative iteration cycles by 60%. Optimized combined 2D/3D content rendering, reducing draw calls and boosting frame rates by 35% on Intel and mobile GPUs. Implemented a scalable localization management system supporting 9 languages, with dynamic font handling for RTL scripts.
Junior Game Developer – Unity & Unreal Engine at Flying Wild Hog
December 31, 2016 - July 16, 2025
Contributed to AI behavior systems, combat scripting, and level scripting for Shadow Warrior 2 (Unreal Engine 3/4 hybrid). Worked closely with senior engineers to implement enemy logic, navmesh pathing, and hit reaction events using Unreal Kismet and C++. Assisted with optimization of level streaming, material instancing, and LOD generation to ensure 60 FPS on PS4/Xbox One. Participated in internal tool improvements for animation notifies, gameplay triggers, and debug overlays used by QA and level designers. Collaborated across the design and QA teams, iterating on balancing, damage curves, and weapon recoil behavior.
Lead Engine Developer – Unity & Unreal Engine at Iron Galaxy Studios
February 1, 2023 - Present
Spearheaded engine performance enhancements for Skyrim VR (PSVR2) and The Elder Scrolls: Blades (Nintendo Switch), targeting 90 FPS VR and 60 FPS console/handheld performance. Developed advanced dynamic resolution scaling, GPU memory profiling, and platform-specific rendering optimizations, boosting throughput by 34%. Created automated shader validation pipelines and regression testing tools, reducing QA and certification timelines by 40%. Managed and mentored a team of 5 engineers, implementing modular development paradigms and platform-agnostic architecture.
Senior Multiplayer Gameplay Engineer – Unreal Engine at Velan Studios
January 31, 2023 - July 16, 2025
Architected rollback netcode, replication graph, and input correction systems for Knockout City with Unreal Engine 4. Reduced gameplay latency by 48%, achieving tighter synchronization and cross-platform fairness for PC, console, and mobile. Integrated telemetry dashboards for monitoring KPIs such as match duration, kill/death ratio, and engagement trends to inform live adjustments. Delivered bi-weekly seasonal content and balance patches in collaboration with EA Originals, using iterative KPI-driven tuning.
Senior XR Developer – Unity & Unreal VR Platforms at Coatsink
July 31, 2021 - July 16, 2025
Led VR development for Jurassic World Aftermath Part 1 & 2 (Meta Quest) and The Assembly VR Remaster across Meta Quest 2/3 and SteamVR. Implemented full-body motion tracking, realistic object interactions with IK-based grabbing, and dynamic haptics using Unity XR Toolkit + OpenXR. Built modular input abstraction layers enabling plug-and-play support for VR controllers and hand tracking systems. Automated XR build, test, and performance benchmark pipelines, reducing QA cycles by 50% and speeding up release validation. Sustained consistent 90 FPS performance using shader LOD, GPU instancing, foveated rendering, and asynchronous timewarp.
Gameplay Systems Engineer – Unity Narrative Games at Inkle
March 31, 2019 - July 16, 2025
Developed advanced dialogue and branching quest systems for Heaven's Vault and Pendragon, integrating runtime storytelling with Ink scripting. Created an in-Unity Ink debugging/preview tool, accelerating narrative iteration cycles by 60%. Optimized combined 2D/3D content rendering, reducing draw calls and boosting frame rates by 35% on Intel and mobile GPUs. Implemented a scalable localization management system supporting 9 languages, with dynamic font handling for RTL scripts.
Junior Game Developer – Unity & Unreal Engine at Flying Wild Hog
December 31, 2016 - July 16, 2025
Contributed to AI behavior systems, combat scripting, and level scripting for Shadow Warrior 2 (Unreal Engine 3/4 hybrid). Worked closely with senior engineers to implement enemy logic, navmesh pathing, and hit reaction events using Unreal Kismet and C++. Assisted with optimization of level streaming, material instancing, and LOD generation to ensure 60 FPS on PS4/Xbox One. Participated in internal tool improvements for animation notifies, gameplay triggers, and debug overlays used by QA and level designers. Collaborated across the design and QA teams, iterating on balancing, damage curves, and weapon recoil behavior.

Education

Master of Science (M.S.) at Michigan Technological University
January 1, 2014 - August 31, 2015
Master of Science (M.S.) at Michigan Technological University
January 1, 2014 - August 31, 2015
Master of Science (M.S.) at Michigan Technological University
January 1, 2014 - August 31, 2015
Master of Science (M.S.) at Michigan Technological University
January 1, 2014 - August 31, 2015

Qualifications

Add your qualifications or awards here.

Industry Experience

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