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)

Example #1 Custom eye shader

A custom eye shader was made to match the design of a commissioned project. Every aspect of the reflective, sparkly eye can be adjusted directly in the shader settings, including the intensity and behavior of the reflections, the size and shape of the pupil and iris, the sclera color, the number and distribution of sparkles, the emission, and more.

The shader was built entirely in HLSL and is easy to expand or simplify depending on the needs of the project.

Example #2 Realistic human skin and eye shaders

Realistic human skin and eye shaders were built to achieve a full realistic look in the HDRP pipeline, including subsurface scattering support for any skin color.

They are also available in URP and BRP pipelines, with the expected limitations of those render pipelines.

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've built up solid hands-on experience with it over time. I deliver custom characters that can sit next to Metahumans in quality and pipeline fit. Whether you need a full custom model or work that reuses Metahuman UV layouts for texturing and material consistency, I can align the asset with your project's standards.

I can also edit and customize Metahumans directly—morphs, proportions, grooming direction, and look-dev—so you keep the Metahuman workflow while still getting a distinctive character.

Style-wise, I'm not limited to realism: stylized and anime-inspired characters are on the table as well, with the same focus on clean topology, deformation, and in-engine readability.

Rigging and implementation are built for a smooth handoff: characters ship with native UE5-compatible skeletons (or a setup that drops into your project with minimal integration friction), so animation blueprints, retargeting, and gameplay hooks stay straightforward.

If you need character work for an Unreal project—realistic, Metahuman-adjacent, or stylized—get in touch and we can match the pipeline to your team's needs.

Here are a couple of character demos:

Need a character for Unreal?

Metahuman-level pipeline fit, custom models, or stylized work—fully rigged and ready for your project.

Reach out

Animation (Unity & Unreal)

Most animation work I take on is for Unity. I can deliver custom animation of any kind—gameplay cycles, cinematics, emotes, and other bespoke motion—prepared to fit your Unity rig and project setup.

For Unreal, I can provide animation clips and exports, but I do not set up the Blueprint structure. If your team handles Blueprint integration, I can deliver clean clips ready for implementation.

Need animation for Unity or Unreal?

Mostly Unity animation work; Unreal clip delivery is available, but Blueprint structure setup is not included.

Reach out