Nox
A cooperative multiplayer horror experience where players must work together to survive against intelligent enemy AI. Features real-time synchronized enemy behaviours and dynamic tension systems.
Hi, I'm Mian Mohammad Shah
Gameplay Programmer based in London. Specialising in systems design, AI behaviour, procedural generation, and rapid prototyping.
MSc Game Development graduate from Kingston University, I specialise in turning complex gameplay ideas into clean, scalable systems.
My focus areas include AI behaviour trees, procedural generation, and experimental runtime architectures. I thrive on rapid prototyping — moving from concept to playable build fast, then iterating relentlessly.
Whether it's networking multiplayer horror, building roguelike progression systems, or compiling spells at runtime using Roslyn, I enjoy the hard technical problems that make games feel alive. Clean code, systems thinking, and player experience drive every decision I make.
A cooperative multiplayer horror experience where players must work together to survive against intelligent enemy AI. Features real-time synchronized enemy behaviours and dynamic tension systems.
A fast-paced 2D roguelike with procedurally generated dungeons and deep combat systems. Features chunk-based level generation, upgrade paths, and risk-reward progression mechanics.
A narrative-driven strategy game exploring themes of hope and survival. Players manage resources, assign tasks, and guide a shelter community through challenging times using interconnected attribute systems.
An experimental spell system that compiles C# code at runtime using Roslyn. Spells are defined via JSON and can include AI-assisted generation workflows, enabling unprecedented creative flexibility.
Open to gameplay programmer roles at UK studios. Whether you have a project in mind or just want to connect, I'd love to hear from you.