AhabDev

Unity

I've been working with Unity for about 7 years now. It's where I do most of my game dev and tooling work—both personal experiments and professional projects. I like digging into all corners of it: gameplay systems, editor tools, shaders, you name it.

Here are a few examples of things I've built over the years.

Character Expression Manager

A framework for handling character facial expressions and blendshapes in a clean, organized way.

Editor Extension Tools

I build a lot of custom editor tools—some for workflow, some for organization. This one's a simple to-do list that lives right in the Unity editor.

Custom Physics Bone System

Most physics bone solutions out there have messy, overcomplicated editor UIs. Setting up colliders is a pain—you fight the interface just to get them positioned right. I got frustrated with that, so I built my own system from scratch.

Mine has every shortcut and quality-of-life feature I could think of baked in. More importantly, it integrates smoothly with Unity's native colliders—placing and sizing them exactly where you want is actually easy. That's something even the well-known alternatives struggle with.

Custom HLSL Shaders

I also write custom HLSL shaders when a project needs a specific visual effect or solution that off-the-shelf options can't handle. (Demo video coming soon)

Need something built in Unity?

Editor tools, gameplay systems, shaders, character setups—if you have a specific need, I can probably help.

Let's talk

Unreal Engine

Unreal isn't my main engine, but I can create fully customized characters for it—rigged, animated, and ready to use. If you need character work done for an Unreal project, I'm available for commissions.

Here are a couple of character demos:

Need a character for Unreal?

Custom characters, fully rigged and ready for your project. Get in touch.

Reach out