Muhammad Tashfiqul Bari

Senior Game Developer
Unity | C# | Shader | HLSL | Multiplayer

Working with indie and AA studio with over 7 years of experience delivering high-quality games for mobile (100M+ downloads) and PC, where I specialize in multiplayer systems, shaders, mobile optimization, and scalable gameplay architectures.

About Me



Current Project


Pantheon : Rise of the Fallen

Pantheon : Rise of the Fallen



Professional Experience

# Jan 2024 – Jul 2025 || Senior Game Developer || Bars Studio (Austria-Remote)

-> Implemented gameplay features and systems in Unity for prototyping for Steam platform.-> Integrated multiplayer using Netcode for GameObjects and Vivox proximity chat.-> Authored custom shaders (HLSL/Shader Graph) and Render Features to elevate visual fidelity.


# Jan 2023 – Dec 2023 || Senior Game Programmer || Kolpoverse Studios (Dhaka)

-> Car Build & Battle: Contributed zombie horde AI generation, fixed and refined camera effects.-> Battle Cars Merge: Built merging mechanics, designed enemy placement, and enhanced visual effects.-> Red Rail Redemption: Implemented enemy + horse spawning physics/behaviors, developed shader for
fog effects
, created four biome color-grading schemes.
-> Merge Fight 3D: Built combat system and progression features, created stop-motion hit impact,
implemented merge mechanics and UI effects.


# Feb 2020 – Dec 2022 || Game Programmer || Alpha Potato (Dhaka)

-> Prank Master 3D: Designed 10 of 100 levels; built a custom Unity level editor to rapidly iterate and ship
levels faster.
-> Pawn Shop Master: Led UI deployment and performance optimization; managed save data for IAP;
integrated real-cash IAP and analytics; delivered final Android & iOS builds.


# Oct 2017 – Sep 2019 || Game Developer || Pechas Game Studio (Dhaka)

-> Unity development for indie/client projects; assisted pitching, scheduling, and cross-team workflows.


# Oct 2017 – Sep 2019 || Game Developer || FAITH Studio (Dhaka)

-> Designed and developed hyper-casual gameplay; coordinated with US publishers (Voodoo and exclusively with Lion Studio) in agile cycles.




Professional Certification




Teaching Experience

# Oct 2019 – Jan 2020 || Course Instructor || B2m Technologies Ltd (Zing Mobile)

-> Taking classes, creating and managing the course content and evaluating them with project based task.


# Jan 2017 – Sep 2017 || Course Instructor || CDIP

-> Creating and managing the course content with progression tracking by quiz and assignment. Providing hands on training with a goal to publish a game to play/app store as final project.





Travel & Hobby


Sherpur

Road to Kaptai

Sreemangal


Current Projects


Pantheon : Rise of the Fallen

Pantheon : Rise of the Fallen

My role. Graphics Engineer (Contract)


-> Rebuilt and optimized the internal terrain generation system, improving surface shading and lighting consistency across large environments.-> Enhanced vegetation rendering with smoother LOD transitions and reduced visual popping during crossfades.-> Adjusted material parameters to achieve more natural lighting behavior and minimize unwanted reflections on foliage.-> Implemented a centralized wind simulation framework to synchronize environmental motion effects across all vegetation assets and weather conditions.

Plasmaborne

Plasmaborne

My role. Graphics Engineer (Freelance)


Here’s what I contributed:
🎨 Converted DroidHD shader to support both Lit and Unlit variants.
🌌 Designed a custom skybox for a unique atmospheric feel.
📊 Provided UI optimization consultancy to improve performance in VR.
🌫 Created a ground fog shader for enhanced depth and ambience.
🔲 Developed a full-screen enemy outline by writing a custom Render Feature for URP.




Hybrid Casual | Kolpoverse

Partnered with Supersonic to create hybrid casual prototypes.Served as Project Manager and Programmer on multiple projects, including Merge Fight 3D and Red Rail Redemption.Oversaw the full development cycle—from concept prototyping to delivery—while managing the team and maintaining technical quality.

Red Rail Redemption

Red Rail Redemption

Battle Cars Merge

Battle Cars Merge

Car Build & Battle

Car Build & Battle

Merge Fight 3D

Merge Fight 3D

Deep Dive Delicacies

Deep Dive Delicacies



Hyper Casual | AlphaPotato

-> Developed and iterated on multiple hyper-casual prototypes with Lion Studios, including titles such as Billy the Cloud, Tomato Hero 3D, Rail Shooter, Joust Do It, Circuit City, and Stay in the Light 3D.-> Took primary ownership of Ragdoll Stunt Hero, where I built a custom level editor that enabled the design team to create 70–85 levels on top of my framework.-> Supported a concurrent team of six developers by streamlining level creation and ensuring rapid iteration cycles.

Prankmaster 3D (75m+ Download)

Prankmaster 3D

-> Designed and implemented 10+ levels, adding fresh gameplay challenges.-> Built a custom level editor tool to speed up creation and synchronize gameplay events.-> Improved workflows by automating repetitive tasks and ensuring smooth level progression.







Pawnshop Master (25m+ Dowload)

Pawnshop Master

-> Implemented and deployed UI elements with a focus on smooth user experience and performance optimization.-> Integrated and maintained in-app purchases and ads (Unity Ads), ensuring reliable monetization.-> Set up analytics SDKs to track player behavior and improve product decisions.-> Managed Android and iOS production builds, delivering stable releases across platforms.

Insult Arm Wrestling

Insult Arm Wrestling

Billy The Cloud

Billy The Cloud

Stay In The Light

Stay In The Light

Ragdoll Stunt Hero

Ragdoll Stunt Hero

Real Estate Master

Real Estate Master



Personal Hyper Casual Projects | Faith Studio

My wife (as the artist) and I (as the programmer) teamed up to create eight hyper-casual games between 2019 and 2021. Together, we explored collaborations with publishers like Lion Studios, Voodoo, and Homa in pursuit of a breakthrough in the hyper-casual market. Some of the app links may no longer work since we’ve stopped updating these projects, but they remain very special to us—they mark the beginning of my indie journey with my wife, a journey that came full circle when we welcomed our firstborn son.Perhaps one day in the future, we’ll return to making games together again.