• Het Shah in front of a night city skyline

    Hi, this is Het!|

    I’m a Software Engineer specializing in building interactive gameplay systems, tools, and projects. I am a hardworking and team-oriented programmer who strives in writing clean, efficient, and cache-friendly code. With a strong passion for Software Engineering, Game Development, and Artificial Intelligence, I am always eager and enthusiastic to learn, grow, and leverage my skills to build impactful systems and facilitate efficient development workflows.

  • About me

    I work great individually but I work even better alongside a team.

    I love being able to design and develop interactive dynamic experiences that can be enjoyed by a wide-range of different audiences, since past 5 years I've worked on several shipped titles and major projects:

    • MindLabs 
      (Android | iOS | WebGL)
    • Football Simulator 
      (PC)
    • Virtual Expo
      (VR | WebGL | Android | iOS)
    • BubbleBud Kids: Learning Games 
      (Android | IOS)
    • Poker Live 
      (Android | IOS)
    • Mini Shooters
      (Android | IOS)
    • Modern Force
      (Android | IOS)
    • NLP - Disaster Tweet Classification 
      (ML | Colab)

    I'm an adept programmer and love learning new things in tech.

    I love coding and I'm always enthusiastic about solving challenging problems and collaborating with team to help deliver quality output. Over the years I've honed my experience with the following:

    • Languages:
      C++, C#, Java, Python, Javascript. 
    • Game Engines
      Unity 3D and Unreal Engine. 
    • IDE
      Visual Studio Community, VS code
    • AI Tools
      Claude Code, Claude API, Codex, Open AI API, Unity AI and MCP. 
    • Version Control Software: 
      Perforce, GitHub, GitLab, Plastic-SCM.
    • Project Management Tools:
      JIRA, Trello, Shortcut.

    Master's in Computer Science at CSUN.

    Throughout my academic tenure I have gained decent knowledge in C++, C#, JAVA, HTML5, CSS, Javascript, Data Structures and Algorithms, Software Development Life Cycle, Mobile Application Development and Database Systems.

    • California State University, Northridge 
      Master's in Computer Science  ( Fall'21 - Spring'23 ):
      Courses: Machine Learning, Adv. Topics in Software Engineering, Advanced Web Engineering, Computer System Architecture, Database Design, Network Architecture, Adv. Data Structure and Algorithms
      Thesis: Security and Privacy concerns in Metaverse 

    • Ganpat University, India  
      Bachelor's in Computer Science  ( Fall'14 - Spring'18 ):
      Courses: Artificial Intelligence, Data Structures, Adv. Java, Software Engineering, Computer System Organization, Computer Networks, Information System Security, Theory of Computation, Discreet Math 
  • Experience

  • MindLabs

    Software Engineer

    Explore Interactive, Inc.

    (Android | iOS)

  • Software Engineer AR

    MindLabs Team Member

    > Developed and maintained production features for MindLabs STEM, a Unity/C# multiplayer AR learning game, including AR grid mechanics, object placement, simulations, in-game notebook capture, assignment entry, and results/reflection workflows across Energy & Circuits, Forces & Motion, Light & Sound, Habitat & Adaptation, Manufacture and Math and CoLabs+.

    > Led AI assistant implementation planning across Unity and backend systems: Unity-to-FastAPI payload design, game-context/rulebook processing, OpenAI API integration strategy, session telemetry inputs, and real-time formative feedback flows for students.

    > Built/deployed AI agent backend architecture using FastAPI, Docker/ECR, and AWS App Runner with health and feedback endpoints, request tracing, CORS support for WebGL testing, and structured schemas for grid state, run outcome, behavioral context, and recent actions.

    > Integrated in-game AI assistant UI and interaction flows so students can request contextual hints based on assignment state, grid configuration, simulation outcomes, and recent attempts while preserving a scaffolded, non-answer-giving feedback approach.

    > Designed Session State Log workflows to capture gameplay events, AI help requests/responses, grid modifications, assignment metadata, and diagnostics for teacher insights, analytics, and future RAG-based summaries.

    > Implemented/debugged multiplayer classroom workflows using Photon, including room/session behavior, grid synchronization considerations, player action handling, and production issues related to classroom capacity and connectivity.

    > Supported new unit development with UI/UX, Art and Game designers, QA, and SMEs by translating gameplay requirements into Unity tasks, unit-manager setup, challenge workflows, prefabs, and simulation-ready implementation plans.

    > Prototyped non-AR/WebGL Chromebook support by removing AR-layer dependencies, evaluating browser performance, mapping mouse/keyboard interactions, and identifying dashboard deep-link and assignment-launch dependencies.

    > Architected CI/CD pipelines for Android and iOS using Game CI and Github actions, reducing manual build/upload effort by 75%, and managed releases through Google Play Console, App Store Connect, Xcode, and Gradle workflows.

  • Football Simulator

    Gameplay Engineer | Core

    Refactor Games

    (PC)

  • Gameplay Engineer

    Football Simulator Team Member
    > Football Simulator is a unique physics based football game where you can struggle through and break tackles for first downs, juggle tipped passes and make diving interceptions.
    > You can also be the cinematographer and create your own videos using the replay system. In the RPG Season Mode you play as the coach of your team. Explore a huge sports complex. Collect new playbooks. Build your dream team with editable rosters and Fantasy Draft.
    > Play RPG Season Mode with up to 3 friends local co-op (online coming soon). Play local multiplayer or online through Steam Input / Steam Home Streaming (TBD). Online multiplayer is in development.
    > In-depth modding system for rosters, jerseys, teams, players and more.
    > Destructible asset pipeline and rigid body optimization
    > Improved client only clutter to assist with destructible atmosphere
     
    Physics Engineering
    > Forces (radial force, passing and punting forces)
    > Worked with Active Ragdolls
    > Further worked on Kicking power physics support for hierarchical "composite" model
     
    Core Gameplay Systems
    > Was part of a core engineering effort to implement Multiplayer co-op, Team Select and Dynamic D-pad player-position modifier, a marquee feature for the title.
    >Engineered tweaking in the replay system through serialization of transform coordinates per frame and saving the data which can be utilized for recording.
    > Optimized Current player switching indicator algorithm from Round Robin to Nearest Neighbour cardinal direction system which led to an improved gaming experience.
     
    Misc
    > RPG mode camera switching from FPP to TPP, FOV customization and Cam-Effects tooling and implementation
    >Bits and pieces of In-game, Home Screen UI/UX development
    >Patch Notes assistance

  • Mini Shooters: Battleground Shooting Game

    Software Engineer

    iDivine Creation Technologies

    (Android | IOS)

  • Software Engineer

    Mini Shooter Team Member
    >A lowpoly FPS Multiplayer Battle Royale Game, which has a propensity to engage user for hours to enjoy the experience of multiplayer gaming.
    > Game Features:
    ★ 5+ maps to try different tactics!
    ★ 40+ Weapons: pistols, snipers, assault rifles, shotguns, grenades!
    ★ 5+ combat game modes(Team Death Match, Free For All, Flag Mode, Gun Mode, Knock Out Mode & Bomb Mode) to play with your friends and worldwide players!
    ★ 250+ Weapon Skins with Unique Styles
    ★ Online, LAN and Zombie Survival Mode
     
    Core Engineering
    >Started project from scratch, worked on core Game play logic, UI/UX implementation, FPS Character Controller using Photon (PUN), Unique Weapon-System (includes upgrade and skins), Apparel Selection, 3rd Person Character Animations (with Ragdolls) and Textures.
    > Implemented Client-Server communication and native plugin integration.
    >Programmed, executed, and maintained scalable application code.
    >Performed Functionality, Compatibility and Regression testing with quick turnarounds, resulting in more time for improvement and bug fixing.
    >Engaging with updated builds and patches to identify and report on performance, graphics settings, text edits, user experience and replay-ability.
    > Developed a particular radial rotation based focused zoom In/out for long range sniper scopes

     

  • Modern Force Multiplayer Online

    Software Engineer

    iDivine Creation Technologies

    (Android | iOS)

  • Software Engineer

    Modern Force Multiplayer Online
    > Modern Force is an action-packed First Person Multiplayer squad and PvP game with the combination of Thrilling Survival Zombie Mode.
    > Dynamic Battle Maps, 6 combat modes, amazing shooter game graphics, numerous Arsenals and easy-to-learn controls – all this awaits you in this Multiplayer FPS game.
    > This online multiplayer shooter game resembles everyone's favorite Call of Duty (COD), CSGO, PUBG, Modern Warfare, black ops, and other swat games!
     
    Core Engineering
    >Developed this competitive FPS game for Android iOS with 6 different game modes for LAN and Online Multiplayer, which has 100k+ downloads.
    >Developed core game-play logic, UI/UX,Character Controller, TPS Character Animations, Weapons system, Apparel Inventory System, player profile stats, achievements, daily bonuses and challenges. Made use of Photon Unity Networking plugin to add Multiplayer functionality.
    > Worked closely with supervisor and one other team member to ensure timely milestonebased deliveries
    > GPU vertex cache optimization for current generation platforms
     
    Plugins and Other Responsibilities
    > Plugin integration: Login, Share, Invitations, Friends (Facebook SDK), In app purchase, google mobile ads, Photon Unity Networking (PUN).
    > Held responsible for in-game timely update creation and deployment on PlayStore and AppStore.
    > Eventually became the sole build engineer in charge of 1st Party Title Updates.
     

  • My School by BubbleBud Kids

    Software Engineer

    Dweek Studio

    (Android | iOS)

  • Software Engineer

    Product Description:
    > A well researched digital curriculum for the kindergarten mapped with international preschoolcurriculum which also has over a 100 of Learning Games, Puzzles, InteractiveStories.
    >BubbleBud Kids is the Early Childhood Education initiative by Dweek Studios to provide the children today an alternate approach to education.
    >BubbbleBud Kids creates educational content through its philosophy of “Create | Play | Learn | Explore” giving children in kindergarten a parallel learning ecosystem while making the most of the technology available today
     
    Core Engineering
    >Implemented features such as marking attendance, generating and displaying reports for children and tutors.
    >Took complete responsibility of integrating all the previous data, features and records of 5 different pre-schools in the newer version altogether maintaining a scalable code
    > Managed all the in-App educative game's data through asynchronous loading using Addressable(previously Asset Bundle)
    > Monitored, reviewed, and converted project requirements into application systems specifications.
    >Modified existing legacy code to resolve critical bugs, upgrade interface, improve performance and enhance further,responsible for programming of assigned module for several projects in specific timeline
     

  • Personal Projects

  • These are some of the personal projects/prototypes I've worked for experimentation!

    MR/VR based arcade arena

    Overview

    Arcade MR is a roomscale mixed reality arcade for Meta Quest 3 that turns your physical space into a neon sports lounge. Reach out and grab a basketball, draw a bow, throw darts, face off against an AI in air hockey, then fire a portal gun to step between the virtual arcade and your real room. Built solo from the ground up, it blends passthrough MR, hand tracking, physics-driven gameplay, and AI opponents into a single cohesive experience.

    Highlights

    Five physics-based activities
    Basketball, archery, darts, air hockey, and a portal gun, each a self-contained module with its own scoring, object pooling, and neon scoreboard. A radial item-wheel with cinematic slow-motion on open lets you swap tools on the fly.

    Hand tracking and controllers
    Full input parity through the Meta XR Interaction SDK and OpenXR. Pinch to grab a dart with your bare hand, or squeeze a controller grip. Throw, draw, and strike with natural motion.

    An AI that actually plays
    The air-hockey opponent reads the puck in real time, defending its goal, intercepting shots, and striking back with tunable difficulty. A NavMesh companion agent rounds out the AI layer, with ML-Agents scaffolding for future learned behaviors.

    A reality-transition portal
    The standout feature is a portal gun that opens a doorway between worlds. Step through and the experience fades from the fully virtual arcade into real-world passthrough, and looking back through the portal reveals the opposite world inside the frame. It creates a true two-way door along the VR/MR spectrum.

    PC / Android endless Shoot'em Up.

    Robo-Scifi is an indie survival sci-fi shooter built in Unity 3D, set in a neon-inspired futuristic environment filled with enemy AI, dynamic combat, and eye-catching VFX.

    In this gameplay video, I showcase core mechanics including player movement, camera controls, weapon systems, enemy AI behavior, shooting interactions, UI elements, and particle-based visual effects. The game features multiple weapons, AI enemies powered by a combination of ML-Agents, pathfinding, and procedural animation, and a stylized sci-fi atmosphere enhanced with custom shaders and Shader Graph work.

    The project is developed using Unity 3D, C#, HLSL, GLSL, Shader Graph, Vulkan API, and is currently being expanded into a VR multiplayer version using Netcode and XR Interaction Toolkit.

    Key Features Shown:

    • Survival sci-fi shooter gameplay
    • Neon-styled futuristic environment
    • Multiple weapon systems
    • Enemy AI with A* pathfinding and behavior/policy training with ML-Agents
    • Player and AI shooting mechanics
    • Custom VFX and particle systems
    • Shader Graph, HLSL, and GLSL-based visuals
    • Ongoing VR multiplayer development

    2D Tank battle game, a Survival Game significantly developed with a full-fledged user experience with a variety of Artillery and Base propellers to choose between inorder to defeat Enemy Tanks set in a Neon Style 2D environment (video link in Title Desc.)

    Endless survival flight-combat game

    Sky Drifter is an endless survival flight-combat game built around smooth arcade-style airplane controls, fast aerial movement, and high-pressure enemy encounters. The player can thrust, pitch, bank, roll in place, boost through danger, brake for tighter control, and trigger slow motion to survive chaotic combat situations.

    The game features two weapon systems: a primary bullet weapon for direct fire and a secondary missile system with nearest-enemy target locking. Enemy AI is tuned to actively chase, dodge asteroid obstacles, avoid collisions, and fire back at the player's aircraft, creating a constant loop of movement, positioning, and survival.

    Key Features:

    • Smooth flight controller with pitch, bank, roll, thrust, boost, speed brake, and slow motion
    • Primary bullet weapon and secondary target-lock missile weapon
    • Enemy AI that dodges asteroid obstacles and attacks the player
    • Dynamic screen-space aiming
    • Jet booster with custom mesh-trail VFX created in Shader Graph
    • Slow-motion system for reacting to critical combat moments
    • Endless survival gameplay with escalating aerial pressure

    Sword Control prototype

    Similar to Playstation's exculsive Beat Saber VR game, I attempted to prototype movements of sword swinging controls with input bindings of holding LeftClick and Mouse Hovering around the surface.

    Fun with Raycast.(Experimentation))

    Created this prototype solely to implement Raycast based detection for Obstacle Avoidance. Added a hover board controllable entity for dodging the obstacles manually(WASD) while in motion.

    Castle Attack is a 2D physics based Casual Game in which Player has been equipped with a Catapult which can throw Rocks and Arrows on Castle in a predicted Trajectory of a projectile motion to destroy the castle and complete the level. It comprises of 3 different ages (Medieval, Modern, Future) and as per the era we progress in the game there are new unlockable characters and new customizable weapons.

    This is an interaction based 3D navigable portfolio, where you can scour through the environment and check out my activities related to Academic and Professional work experience. For navigation I have added 2 modes as of now: Jetpack and Car, I have been incessantly updating and adding new features to this profile playground. Suggestions and feedbacks are always warm heartedly welcomed @ My contact

    Recursion Tree Method is a pictorial representation of an iteration method which is in the form of a tree where at each level nodes are expanded. Generating tree branches using recursion and backtracking by specifying the values of iterations and number of splits by considering the second term in recurrence as root. It is useful for visualization when the divide & Conquer algorithm is used.

  • Academic Projects

  • Demonstrating α-β algorithm to showcase advantages of Parallel Processing

    As an end-semester project I worked on Chess-AI Project developed by Sabastian Lague .

    • When creating a computer chess engine, a program that conducts the calculations required to decide the optimal move, there are numerous things to consider.
       
    • Alpha-beta pruning is a search evaluation strategy that improves the minimax search of data tree structures by pruning the trees.
       
    • Alpha-Beta pruning algorithm has been extremely successful in improving the ability of chess playing engines through its optimality.

     

    A Machine Learning algorithm that can train the model to distinguish between the Disaster & Non-Disaster Tweets.

    • Operated on dataset provided by Kaggle which consists of Tweets, Keywords, Location and Target value.
       
    • Devised GloVe-Vectorization to contextualize words for classifying tweets with an accuracy of 86%

  • Contact Me

  • Los Angeles, United States

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