Open to Gameplay & Systems Roles

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.

Ali Badalov โ€” Unity Gameplay Programmer
GAMEPLAY DEV
1,000,000+
Mobile Game Downloads
5+
Shipped Titles & Simulations
1st Place ๐Ÿ†
OTGET Game Jam 3 Winner
Unity & C#
Physics, Profiling & Systems

Tools & Technologies Ecosystem

Battle-Tested Stack
Engines, frameworks, and deployment tooling utilized across shipped titles and prototypes
Unity Engine Primary Engine

2D, 3D, URP, ScriptableObjects & Custom Editor Tools

C# (.NET) Lead Language

High-performance gameplay systems & zero-alloc code

XR Toolkit VR & Meta Quest

Two-handed rope steering & comfort locomotion systems

Cinemachine Camera Director

Impulse screen shake, dynamic target blends & pacing

PhysX Engine Kinematics & Drift

Raycast suspension, aerodynamic drag & predictive aim

Unity Profiler Optimization

GC spike elimination, draw call batching & GPU budgets

Google Play 1,000,000+ Downloads

AAB publishing, in-app billing & live-ops analytics

App Store Connect iOS Production

TestFlight distribution, iOS signing & compliance

itch.io Jam Winner ๐Ÿ†

OTGET Game Jam 3 1st place release & PC web builds

Git & GitHub Version Control

Branching workflows, LFS asset tracking & release tags

Shader Graph Visual Shaders

Procedural combat dissolves, glow rings & URP materials

Visual Studio Primary IDE

C# debugging, memory telemetry & Roslyn analyzers

Featured Projects

Case Studies

Interactive Mechanics Lab

Live Playable Tech
Test in-browser simulations of core mechanics from my games
KINEMATICS: PREDICTIVE AIM
LEAD INTERCEPT ACTIVE
HITS: 0
Target moves dynamically. Click โšก FIRE TURRET or tap inside canvas to shoot!

Technical Expertise

Core Disciplines

Gameplay & 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