Engineering High-Impact Gameplay Systems, Physics & VR Experiences.
I'm Ali Badalov, a Unity Gameplay Programmer specializing in responsive vehicle physics, combat AI state machines, and immersive XR simulations. With over 1,000,000+ organic downloads across mobile platforms and an award-winning game jam record, I build games that feel tactile, tight, and performant.
Tools & Technologies Ecosystem
Battle-Tested Stack2D, 3D, URP, ScriptableObjects & Custom Editor Tools
High-performance gameplay systems & zero-alloc code
Two-handed rope steering & comfort locomotion systems
Impulse screen shake, dynamic target blends & pacing
Raycast suspension, aerodynamic drag & predictive aim
GC spike elimination, draw call batching & GPU budgets
AAB publishing, in-app billing & live-ops analytics
TestFlight distribution, iOS signing & compliance
OTGET Game Jam 3 1st place release & PC web builds
Branching workflows, LFS asset tracking & release tags
Procedural combat dissolves, glow rings & URP materials
C# debugging, memory telemetry & Roslyn analyzers
Featured Projects
Case Studies
Motor Burn
Fast-paced arcade vehicular combat featuring predictive turret aiming, dynamic targeting kinematics, and modular weapon progression.
2 Player Racing 3D
Split-screen and solo arcade racing sensation. Engineered custom lightweight physics and GC-free rendering tuned for low-to-mid tier devices.
VR Parachute Simulator
Realistic freefall and canopy dynamics featuring dynamic aerodynamic drag, flare controls, and two-handed rope steering via XR Interaction Toolkit.
Temporal Warfare: Chrono Strike
Single-player tactical FPS built around dynamic slow-motion combat manipulation, responsive gunplay feel, and a multi-level military infiltration campaign.
HIDRO HAZBO
Top-down action-roguelike built in 72 hours. Features a dynamic 4x4 real-time biome grid simulation and a multi-phase state machine boss AI.
Interactive Mechanics Lab
Live Playable TechTechnical Expertise
Core DisciplinesGameplay & Physics
- Custom Arcade & Wheel Vehicle Physics
- Predictive Aiming & Kinematic Turrets
- Dynamic Aerodynamic Drag & Lift Modeling
- FPS & Top-Down Responsive Movement
- Camera Shake, Cinemachine & "Game Juice"
Architecture & AI
- State Machine Pattern (FSM) for Bosses & NPCs
- Event-Driven & Decoupled Architecture
- ScriptableObject-Driven Game Systems
- Dynamic Grid & Biome Simulation Logic
- Modular Health, Damage & Combat Layers
Optimization & Profiling
- Unity Profiler: Eliminating GC Allocs & Spikes
- Draw Call Batching & Sprite Atlas Packing
- Object Pooling for High-Frequency VFX/Projectiles
- Low-End Android & Standalone VR Budgets
- ASTC / ETC2 Texture Compression Pipelines
Engines & Tooling
- Unity Engine (2D, 3D, URP)
- C# (.NET, Async, Linq-free hot paths)
- XR Interaction Toolkit (Oculus/Meta Quest)
- Git / GitHub Version Control
- Google Play Console & Apple App Store Connect