daniyalmirza.com

Daniyal Mirza

Engine Programmer

I work at the layer the rest of the studio builds on.

More than a decade in games, most of it on engine and platform work: version upgrades taken mid-production, console certification, memory and framerate optimization, and the in-editor tooling other disciplines use daily. Currently at Obsidian Entertainment.

01Selected work

  1. Avowed

    shipped 2025

    Obsidian Entertainment / Xbox Series X|S, PC

    • engine
    • console
    • tooling
    • build systems
    • Owned the engine upgrade path from Unreal 4.20 to 5.3, including the UE4 to UE5 transition taken mid-production, integrating each release into a heavily modified branch and absorbing the fallout for every other discipline.
    • Worked Xbox console development through to ship, clearing the compliance failures and cert-blocking defects that gate platform submission.
    • Built and maintained the in-editor tooling design, art and animation used daily, cutting the cost of a content iteration.
  2. Unannounced Title

    2025 to present

    Obsidian Entertainment / Tech Lead, tech and rendering

    • engine
    • rendering
    • leadership
    • Tech lead for tech and rendering on the project, with two engine programmers and a rendering engineer as direct reports, while carrying a full senior engineering load directly.
    • Continued the engine upgrade path onto the current project, taking it from Unreal 5.3 to 5.5 and then to 5.7.
  3. Crowe

    shipped 2017

    The Rogue Initiative / Oculus Rift, HTC Vive / Tech Lead

    • vr
    • platform
    • build systems
    • gameplay
    • Tech lead on a shipped VR title, owning platform services, UI, game-management and analytics modules, runtime optimization, and CI-backed build management.
    • Implemented the bow and arrow the protagonist's kit is built around, a two-handed draw and release, with guns and other projectiles as secondary weapons. A designer tuned its art effects and haptics.
    • Carried a hands-on engineering load alongside the lead role: hand presence and grab, world-space UI, and level layout.
  4. RedpillVR

    2019

    The Rogue Initiative

    • networking
    • vr
    • Authored interpolative prediction for networked location and animation data, hiding link latency in replicated character movement rather than letting it surface as visible correction.
  5. Possession

    shipped 2016

    RTS/FPS hybrid / Unreal / Lead AI Engineer

    • ai
    • architecture
    • systems
    • Architected the base codebase and designed the RTS AI, running decision work across threads behind Behavior Trees layered over state machines.
    • Built the system joining the strategic RTS layer to the first-person layer, which is the connection a hybrid of the two depends on.
  6. Wildstyle Basketball

    2015 to 2016

    Easley-Dunn Productions / 3x3 street basketball, mobile / Unity / Systems and Gameplay Engineer

    • systems
    • data-driven
    • mobile
    • Built a StatSheet-driven data system that let designers drive gameplay behavior from spreadsheets without engineering in the loop.
    • Worked directly on the stat delivery architecture and built gameplay modules alongside the AI team.

02Personal projects

  1. Nightspire Engine

    2026 to present

    browser as the shipping platform

    • engine
    • wasm
    • webgpu
    • threading
    • tooling

    A game engine written from scratch that treats the browser as a first class shipping target rather than a demo target: a C++20 core compiled to WebAssembly through Emscripten, rendering on WebGPU with no WebGL2 fallback, with Lua 5.4 statically linked as the gameplay scripting language.

    • Built around a browser-shaped thread topology: a host thread that owns the DOM and must never block, a game thread running as a worker pthread that owns Lua, a render thread holding the WebGPU device, and a task pool sized from the concurrency the browser reports. Threads need cross origin isolation, so the serving headers are part of the engine rather than of the deployment.
    • Instrumentation is part of the definition of done, not a later pass. No system ships without log coverage and tracing on its hot paths through NightInsights, an in-engine tracer that exports Chrome Trace format, with memory tagged per subsystem and held at zero steady-state growth.
    • Eleven phases in: an archetype and SoA entity model with component reflection and render extraction, a forward lit pass over WebGPU, a Lua runtime with hot reload, and Dear ImGui tooling with an outliner and inspector. Modules are layered in a strict dependency order from Core up through PAL, RHI, Renderer and World.
    • CMake and Ninja against a pinned Emscripten SDK, driven by PowerShell so one set of scripts works on Windows, macOS and Ubuntu. CI builds the wasm target on Ubuntu and Windows, runs a Playwright smoke test in Chromium, and deploys the demo only on green.
  2. Constrained Dynamics

    2015

    mass-spring simulation

    • physics
    • simulation
    • opengl

    A deformable cube in C and OpenGL: a lattice of springs holding the cube at its rest shape, deforming on contact with a boundary, and resolving those collisions through the spring system rather than alongside it.

  3. Engine Programming v1.5

    2015

    USC coursework / third-person arcade shooter

    • engine
    • networking
    • physics
    • animation
    • Implemented low-level networking on the TRIBES model, including a Ghost Manager to replicate object state out to connected clients.
    • Wrote a custom physics engine, and an animation system that blended partial and additive animations together programmatically.
  4. Engine Programming v1.0

    2014

    USC coursework / third-person action game

    • engine
    • physics
    • animation
    • Built the core engine systems behind a single level of gameplay: programmed animation, physics, a particle system, and the game structure holding them together.

03Stack

Languages
C++PythonC#
Engines
Unreal Engine (UE4 to UE5)Unity
Engine and platform
Engine upgradesXbox console developmentPlatform certificationMiddleware integrationEditor and pipeline toolingMemory and framerate optimization
Build and CI
HordeJenkinsTeamCityPerforceGitSVN