GAME PROGRAMMER

I'm Meshak, a professional Game Programmer with 4+ years of industry experience. I've worked across multiple companies, building games and systems using Unreal Engine, C++, DirectX 12, OpenGL, Unity, and C#.

Having professional work experience across both AAA and indie titles, I deliver industry-standard quality and have also helped 30+ indie clients through freelance projects.

I've been playing computer games since I was 12, and the obsession has never stopped or decreased. The work I do is a fine art for me. If you are building a cool game, feel free to ping me I'd love to contribute

Son of Thanjai gameplay preview
Son of Thanjai

Gameplay Programmer Ayelet Studio

At Ayelet Technologies, I worked on Son of Thanjai, an Xbox-funded production, focusing on core gameplay systems and runtime engine-facing features.

  • Built full inverse and forward kinematics animation systems for biped and quadruped characters, including player parkour and horse locomotion.
  • Implemented a physics-driven projectile system for a lethal boomerang weapon using curved-flight computation with linear algebra and trigonometry.
  • Wrote a GPU-to-CPU readback pipeline via render targets to stream skeletal pose data for runtime blood decal projection on surface normals.
  • Architected the hierarchical runtime manager flow (Mission -> Combat -> Unit) with clear data contracts and event-driven propagation.

Steam: Son of Thanjai

Son of Thanjai
DirectX12 renderer preview
DirectX12 Renderer

C++ HLSL DirectX 12

A custom graphics renderer focused on low-level rendering architecture and modern real-time pipeline development on DirectX 12.

  • Designed the renderer core around explicit GPU resource management, command submission flow, and frame synchronization.
  • Built modular rendering stages for scene setup, shading, and runtime debug iteration.
  • Integrated a custom visual pipeline suitable for experimentation with rendering features and performance tuning.

Git: Link

DirectX12 Renderer
Loading...
Astral Escape

In this game, the protagonist gets stuck on a spacecraft and explores the spacecraft to break a way out. This game consists of 2 scenes one, focused on level design and another focused on scripting.

First is a puzzle phase to explore, solve and find a way along. Second is a shooter phase to fight the enemies and get out of the space-craft

  • Personal Project
  • Unreal Engine 5
  • C++
  • Level-design

Video: Link

Git : Link

Loading...
Santa's Path

I took part in the ABK(Activision-Blizzard-King) Game Jam, sponsored by Unity. The festive theme? X-mas! Our team crafted "Santa’s Path" in record time—a heartwarming platformer where Santa, thwarted by mischievous goblins, embarks on a quest to reclaim and deliver stolen gifts. 🎁🚀

  • Game Jam
  • Level Design
  • Game Script
  • Unity - C#

Git : Link

Loading...
Global Game Jam 2025

Game Jam Gameplay Programming Cozy Prototype

A bubble-theme cozy prototype built during Global Game Jam 2025 with a multidisciplinary team. I handled gameplay-side implementation and tuned the core feel around bubble flight and environmental wind obstacles.

  • Implemented and tuned the bubble flight gameplay loop and wind-driven obstacle interaction.
  • Collaborated with level design, concept art, and character art to align mechanics with the visual tone.
  • Delivered a complete playable jam prototype under strict time constraints.

Post: LinkedIn

Global Game Jam 2025 Prototype
PhysicalAnim gameplay preview
PhysicalAnim

C++ Unreal Engine 5.6 Physical Animation

A physics-driven character reaction prototype built in Unreal Engine 5.6 using standard engine systems. It keeps hit responses physically grounded while preserving animation, locomotion, and AI state.

  • Generated stable, query-only per-bone hitboxes from authored Physics Asset primitives.
  • Composed concurrent partial-body reactions without overlapping skeletal branches overwriting one another.
  • Built a heat-driven state system that escalates localized impacts into stagger and directional full-body ragdoll.
  • Implemented pose-aware recovery with saved-pose blending, AI-state restoration, and optional dismemberment handoffs.

Git: Link

PhysicalAnim
Loading...
Interstellar - VR

Level DesignVFX

I am delighted to share my first VR project, which is a glimpse of Interstellar in VR. I created this project for my College Symposium on 2023. My task was to virtually showcase our department's theme, "Interstellar," to the audience.

The project features eight different environments with interactive elements. I primarily used Unity for development and Blender for certain design aspects. Despite having a tight deadline, I was able to create visually appealing content with the help of my friend , who provided a lot of help with the design.

  • Unity - C#
  • Blender : Design
  • Oculus Quest 2
  • Interactive Environment

Video: Link

Git : Link

Loading...
Scary Contact

I developed this horror game for the IGDC 2024 Game Jam. The game begins in a maze filled with emptiness. As the player navigates and once player picks the statue (the target), the horror aspect comes into play: chained monsters are unleashed and they attempt to kill you. The only way to stop them is to make eye contact with the monsters. In order to succeed, you must overcome multiple monsters and return to the escape point.

  • Game Jam
  • Team work
  • Unity - C#
  • Horror game

Play : Link

Loading...
Casino Manager

In this game the player is responsible to run a successful Casino business: Managing money, people, and resources in order to get the maximum profits.

With that profit, the player can buy new different machines to improve the business on a larger scale. The customers visiting the casino will constantly increase by bringing in new machines and furniture.

  • Internship Project
  • Level Design & Scripting
  • Programmed for Different Machines
  • Programmed Distribution and Management

Git: Link

Casino Manager
Loading...
Sky Skates

Thinking of how an infinite runner has no end, I actually developed "Sky Skates"🚀

where you navigate through various obstacles and rapid speed fire-ups, collecting coins and power-ups to achieve higher scores. You can also upgrade your gear and unlock new items in the shop.

  • Designed over 4 loop-over paths
  • Level theme transitions.
  • Level decoration with obstacles
  • Powers for differnt potion pickups.

Download: Google Play

Video: Link

Git : Link

Loading...
Grapple Hook Prototype

C++ Unreal Engine

A high-fidelity combat and traversal prototype featuring a procedural whip sword (Urumi) and a Sekiro-style grappling hook system.

  • Coded BezierCurve to dynamically solve mathematical curves, procedurally bending the weapon's skeletal bones during attacks.
  • Engineered target identification using camera vectors, deploying physics-based cables for seamless player pulling.
  • Implemented precise landing and climbing coordinates via cast sweeping for fluid world navigation.
Sekiro Grapple Hook Prototype
Loading...
OpenGL Lighting Engine

C++ GLSL OpenGL

A graphics project developed from scratch in C++ and OpenGL, focusing on the mathematical implementation of real-time lighting models.

  • Programmed GLSL shaders to calculate Ambient, Diffuse, and Specular components for realistic surface illumination.
  • Implemented configurable surface parameters including shininess and specular intensity to simulate various physical materials.
  • Developed a system to manage light positions and intensities, allowing for interactive real-time lighting adjustments.
OpenGL Phong Lighting