Hello

I'm Mesbah Ur Rahman, a Game Developer specializing in gameplay systems and mechanics implementation.

Mesbah Ur Rahman profile picture

BACKGROUND

I recently completed my Master's in Expanded Media at Darmstadt University of Applied Sciences with an overall grade of 1.2, pending formal degree conferral. Prior to this, I received my Bachelor's degree in Computer Science and Engineering from Khulna University, and worked for four years on Upwork, as a Freelance Game Developer (Specialization : Gameplay Systems & Mechanics Implementation). In the past, my dedication and consistent high client satisfaction helped me earn the prestigious Top Rated Plus badge on the platform.

As a Game Developer, I enjoy bridging the lines between creativity and technology to create immersive and engaging experiences for the players. Apart from that Virtual Reality, Augmented Reality, and Mixed Reality development also deeply fascinates me, as they open a new horizon in front of us to explore.

EDUCATION & EXPERIENCE

EDUCATION


    (01/01/2016 - 03/10/2022)
    B.Sc. Computer Science and Engineering - Khulna University

EXPERIENCE

    (01/07/2020 - 1/10/2024)
    Freelance Game Developer, Upwork
    Specialization : Gameplay Systems & Mechanics Implementation
    • Top-Rated Plus badge holder during the working period for extensive quality and competence.
    • Maintained 100% job success score for 4+ years.
    • Collaborated extensively with clients from all over the world.
    • Collaborated closely with functional teams of 10 people or more on multiple long-term projects.

SKILLS

Languages

  • C++
  • C#
  • Blueprint Visual Scripting

Engine/Framework/API

  • Unity 3D
  • Unreal Engine
  • Raylib

Platforms

  • PC
  • Android/iOS
  • VR (Meta Quest, SteamVR)

Tools & Technologies

  • Blender 3D
  • Krita
  • ZBrush
  • Adobe Substance Painter
  • Adobe Substance Designer
  • Marmoset Toolbag
  • Visual Studio
  • Source Control (Git)
  • Project Management (Jira, Trello)

GAME DESIGN & PROGRAMMING

Preview image for the Vaporwave Skateboarding game

Vaporwave Skateboarding

"Vaporwave Skateboarding" is a vaporwave-inspired endless runner game for Android and iOS, commissioned by Star Computer Labs.

  • Role: Core Programmer & Technical Designer

  • Main Contributions:
    • Shipped a commercial endless runner on Android and iOS as sole gameplay programmer and primary 3D artist on a 10+ person team
    • Built an audio visualization system using frequency modulation to filter the active background track into frequency bands and drive object scale in real time
    • Designed season pass progression, store economy, and character customization as interconnected live-service systems
    • Integrated third-party marketplace plugins for Google Play Games Services and Apple Game Center, modifying the plugin architecture in C++ where needed

  • Tools & Technologies: C++, Blueprint Visual Scripting, Unreal Engine, Visual Studio, Blender 3D, Krita, Substance Painter
Preview image for the Range VR shooter prototype

Range

"Range" is a Virtual Reality shooter prototype developed independently. I managed all aspects of the project except for the gun assets, which were sourced from the Unreal Marketplace and extensively modified for VR use.

  • Role: Designer & Developer

  • Main Contributions:
    • Built a VR shooter prototype around a master weapon class with Blueprint-exposed properties for mesh, audio, damage, ballistics, magazine, and effects
    • New weapon types are created by overriding only what differs in a child class, no code changes required
    • Designed physical VR interactions including weapon grab, two-hand grip, manual magazine reload, and per-weapon haptic feedback
    • Built a timer-based practice range with static and moving targets and personal best tracking

  • Tools & Technologies: Blueprint Visual Scripting, Unreal Engine, Blender 3D, Krita
Preview image for the Survive & Fry game

Survive & Fry

"Survive & Fry" is a cooking game developed for GitHub's Game Off 2023. I served as the Game Designer and Gameplay Programmer. The game draws inspiration from Overcooked, but with a unique twist, where players cook meals to cure zombies instead of escaping from them. The full source code is available here.

  • Role: Game Designer & Gameplay Programmer

  • Main Contributions:
    • Designed and shipped a cooking game for GitHub Game Off 2023 in C++ on Unreal Engine within a one-month deadline
    • Built a preparation pipeline where players chop vegetables, combine ingredients, add an antidote, and scale the portion before serving
    • Ingredient types are defined in a DataTable, adding a new ingredient requires a new row and six lines of code with no changes to validation or interaction logic
    • Shipped with no visible bugs, praised by the community for being smooth and well crafted

  • Tools & Technologies: C++, Unreal Engine, Visual Studio
Preview image for the Ascend VR traversal prototype

Ascend

"Ascend" began as a VR traversal prototype and evolved into a complete stealth-action game for my Master's thesis. The full game features one blockout level combining traversal mechanics with stealth-based AI encounters, supporting both VR and non-VR platforms. The thesis documentation and complete source code will be released as open-source upon completion.

  • Role: Designer & Developer

  • Main Contributions:
    • Developed a complete VR and PC stealth-action game as Master's thesis, running both platforms from a single codebase with only three configuration changes between them
    • Designed and implemented a four-state stealth AI with a visible detection bar and tunable thresholds, so difficulty adjusts without touching the codebase
    • Authored narrative and dialogue, directed ElevenLabs voice-overs, and implemented checkpoint and sonar scan systems
    • Built traversal mechanics across six types including rope climbing, ziplines, balance beams, and elevators, each adapted for both VR and PC interaction models

  • Tools & Technologies: Blueprint Visual Scripting, Unreal Engine, Blender 3D, Krita
Preview image for The Explorer solar system visualization

The Explorer

"The Explorer" is an accurate, explorable 3D rendition of our solar system, created using real public data from NASA and high-quality textures from SolarSystemScope. The project aimed to make learning about the solar system both fun and visually engaging. Background music was sourced by PurplePlanet.

  • Role: Designer & Developer

  • Main Contributions:
    • Built a data-driven 3D solar system where all planetary content is authored through CSV, adding a new planet requires only a new row and a material setup
    • At runtime the system reads the CSV to spawn navigation buttons, populate info panels, and define camera interpolation paths with no hardcoded content
    • Camera interpolation travels between bodies using coordinates defined in each CSV row, communicating solar system scale through movement
    • Designed planet-specific shader graphs for atmospheric scattering, surface variation, and emissive effects using NASA data and SolarSystemScope textures

  • Tools & Technologies: Blender 3D, Krita, Blueprint Visual Scripting, Unreal Engine
Preview image for The Explorer solar system visualization

XRiddle

"XRiddle" is an Augmented Reality project exploring the coexistence of AR Foundation Framework and Vuforia's Image Tracking API within a single Unity application through controlled lifecycle isolation. Target images were sourced from Unsplash. The full source code is available here.

  • Role: Designer & Developer

  • Main Contributions:
    • Combined AR Foundation plane detection and Vuforia image tracking in a single Unity application by keeping ARSession active and toggling only VuforiaBehaviour and ARPlaneManager between modes
    • Implemented canvas reparenting to prevent Vuforia's DefaultObserverEventHandler from deactivating tracked UI when a target is lost
    • Designed a two-mode AR experience where image targets trigger puzzle content and surface detection handles world placement
    • Shipped on Android with an iOS-ready architecture

  • Tools & Technologies: C#, Vuforia, AR Foundation, Unity3D, and Visual Studio

3D ENVIRONMENT & ART PIPELINE

Preview image for the Defamed Detective 3D environment

Defamed Detective

"Defamed Detective" is a game-ready 3D environment created to refine skills in 3D modeling and texturing for indoor scenes. Based on concept art by Leo Aveiro, the project emphasizes a balance between high visual fidelity and real-time performance optimization.

  • Role: Environment Artist

  • Main Contributions:
    • Modeled and textured a complete game-ready indoor detective office from concept art by Leo Aveiro within a 47,000 triangle budget
    • Used normal maps throughout to carry surface detail rather than geometry, keeping individual asset budgets tight across a fully furnished interior
    • Built all assets with lightmap UVs, collision meshes, and 2K textures throughout
    • Assembled and lit the full scene in Unreal Engine with baked and dynamic lighting

  • Tools & Technologies: Blender 3D, ZBrush, Krita, Substance Painter, Substance Designer, Marmoset Toolbag, and Unreal Engine
Preview image for the Mysterious Church 3D environment

Mysterious Church

"Mysterious Church" is a game-ready 3D environment created to explore outdoor scenes and enhance my skills with SpeedTree. The project focused on achieving visually appealing results while optimizing for real-time performance.

  • Role: Environment Artist

  • Main Contributions:
    • Built a complete outdoor game-ready environment with architecture, dense conifer forest, and atmospheric lighting within a 305,000 triangle budget
    • Created SpeedTree foliage with full LOD hierarchies transitioning to billboard cards with a shared texture atlas at distance
    • Developed a master landscape material driving procedural foliage placement across the terrain
    • Managed draw calls through texture atlasing, LOD setup, and billboard card sharing across all vegetation

  • Tools & Technologies: Blender 3D, Krita, Substance Painter, Marmoset Toolbag, Speedtree, and Unreal Engine

Testimonials

"

Mesbah is talented, responsive, great to work with and extremely creative. Recommended 100%.

"

His environmental designs are on point and efficient. He's down to earth, knows what he's doing, and is certainly worth the hire. I cannot thank him enough for what he's provided over the year that I've worked with him.