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About

Hi — I’m Arian.
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I’m a gameplay & systems programmer. I like building the “invisible” parts that make games feel good: movement, combat loops, enemy behaviors, simulation tools, and the workflow glue that lets a team iterate without stepping on each other.

If you’re a recruiter, the fastest path is Projects. Each one is written as: goal → constraints → what I owned → results.

Systems-first mindset
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I treat games as modular systems that interlock cleanly: input, movement, combat, AI, spawning, saving, UI, and tooling.

Performance-aware
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I profile, measure, and optimize. I care about stable frame-time and predictable behavior, not “it feels faster.”

Practical AI
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FSMs, behavior trees, and utility-style decision making — tuned for readable debugging and iteration.

Simulation / physics tools
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Verlet systems, constraints, collisions, and material-driven behavior — built with clarity and testability.

How I work
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  1. Define the win condition. What does “done” look like? What can be measured?
  2. Prototype fast. Build a thin vertical slice that proves the loop.
  3. Harden the system. Refactor for readability, add tests/diagnostics, and make it easy for others to extend.

I’m at my best when there’s a real problem to solve and a clear target quality bar.

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      <div class="event-title">TFS Fest 2025</div>
      
        
          <div class="event-date">Jun 19, 2025</div>
        
      
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      <div class="event-title">XP Game Summit 2025</div>
      
        
          <div class="event-date">May 30, 2025</div>
        
      
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    <div class="logo-wrap" tabindex="0" aria-label="Level Up 2025">
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      <div class="event-title">Level Up 2025</div>
      
        
          <div class="event-date">Apr 12, 2025</div>
        
      
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