About
VR game developer focused on VR physics, hand interaction, OpenXR, VR UI, and LLM-driven experiences in Unity and Unreal. At the University of Waterloo I build XR systems that stream live ROS data into 3D environments — and I'm increasingly exploring the robotics side.
What I Work On
- VR / XR Software — immersive apps and games on Quest 3 — hand and gesture interaction, 3D UI, and gameplay in Unity and Unreal.
- Robotics & ROS — streaming real-time ROS data into 3D scenes and building visualization tooling for spatial data.
- Simulation & Digital Twins — physics-driven, multiplayer-synced 3D environments in Unity / Unreal.
- Perception & ML — computer vision, sensor fusion, hand pose, and speech / LLM pipelines feeding interactive systems.
Projects
Professional Experience
PhD Researcher — Robotics, XR & Real-Time Visualization
University of Waterloo — Waterloo, Canada
Developing Unity-based XR systems that stream real-time ROS data into 3D environments and drive remote robot movement (teleoperation), with digital-twin visualization of robot and sensor state. Applying Gaussian-splatting 3D reconstruction for high-fidelity scenes. Verifying mapping consistency via integration testing and profiling CPU/GPU/memory on large-scale scenes.
Unity VR Developer
BMad Technology Inc. — Montreal, Canada
Developed and owned quality of a Quest 3 multiplayer VR simulation using Photon PUN, Meta SDK, Firebase, and MongoDB. Integrated a full operator dashboard with an LLM assistant — voice (text-to-speech and speech-to-speech), a RAG knowledge system, business logic, and function/tool calling. Built interaction systems and developer tooling. Debugged multiplayer desync, authority, and timing through systematic root-cause analysis. Maintained CI/CD (GitHub Actions) and optimized runtime with the Unity Profiler.
Founder & Full-Stack Developer — AI Platform
Sibnik AI — Montreal, Canada
Designed and delivered an AI-powered platform (web, iOS, admin dashboards, chatbot, RAG). Built a scalable Cloudflare Workers backend for asset ingestion, AI processing, and multi-tenant APIs. Implemented embeddings and semantic search; deployed to the App Store with test/production environments and automation for catalog management and analytics.
3D Software Developer (Medical Tech)
XSENSOR Technology Corp. — Calgary, Canada
Built real-time ML-driven heatmap and sensor visualizations in Unity with correctness validation. Developed large-scale 3D visualization tools (2,600 sensors) and tested stability and edge cases. Integrated Unity systems with .NET applications and ran cross-boundary integration testing. Worked with inverse kinematics, HLSL shaders, and sockets.
AR Full-Stack Developer
Blizza Brands Inc. — Toronto, Canada
Developed AR experiences and validated tracking, animation, and cross-device behavior. Built a role-based asset-management platform (Next.js + Strapi) with regression-tested API/UI flows. Delivered 3D WebGL product showcases and managed TestFlight releases with defect reproduction and verification.
Unity Developer — Full Stack
Optim Structure Inc. — Montreal, Canada
Built Unity Android inspection and reporting apps with verified cloud-sync accuracy. Implemented ML-based barcode scanning and improved reliability via field testing. Built dashboards and WebGL tools with regression-tested API workflows; improved report-generation efficiency ~4×.
Research VR Developer (MSc)
Bishop's University — Sherbrooke, Canada
MSc research on VR memory optimization (Quest 2) and ML pipelines for VR interaction. Implemented and validated hand- and gesture-recognition in Unity.
Software & Research Developer
Multiple Organizations — Tehran, Iran
Backend, fintech, and real-time systems (Node.js, Python, Redis, MongoDB, RabbitMQ, WebSockets). Aerospace and image-processing research (CFD, OpenCV, ML, cross-correlation) with validated numerical outputs. Built Android, Electron, and Unity applications for visualization and lab tooling.
Skills & Technologies
Robotics & Simulation
3D / XR Engines
AI & Computer Vision
Engineering & Cloud
Publications
Brain Volume Predicts Skewed Locomotor Output and Lower Temporal Regularity
Submitted, 2025
Education
MSc, Computer Science
Bishop's University — Sherbrooke, Canada
Thesis: Sculpting in VR with human hands and memory optimization in Unity (Quest 2).
Research: ML pipelines for VR interaction, plus hand- and gesture-recognition in Unity.
BSc & MSc, Aerospace Engineering
AmirKabir University of Technology (Tehran Polytechnic) — Tehran, Iran
Focus: Image processing, CFD, computer vision, finite element methods, numerical methods.
Awards & Recognition
Epic Games Unreal Fellowship
Selected participant (North America), 2024
Epic GamesGameLab Technovation Jam
3rd Place, 2024
TechnovationAUT GameCraft
5th Place, 2024
AUTGet in Touch
Open to robotics simulation, XR, and 3D engineering roles. The fastest way to reach me: