
Het Shah
Greatness from small beginnings
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:

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:

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.
Experience
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
Software Engineer
Software Engineer
Software Engineer
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:
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:
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 .
A Machine Learning algorithm that can train the model to distinguish between the Disaster & Non-Disaster Tweets.
Contact Me
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