I'm a member of a small game development studio called NoOp Army and am interested in both technical and design related aspects of games and interactive 3d simulations and experiences. I've worked with multiplayer games, single player games and games using special technologies like AR and special hardware. Used different engines from game maker to unity, created middleware software from a C# based unity runtime to scalable game server backends. I have a bachelor in computer software engineering.
Other than games and software, I'm interested in the worlds of thought and ideas, philosophy, literature and overall human knowledge, science and wisdom. When not working i'm either studying, spending time with friends and family or play games.
At NoOp Army we try to find good processes for making games and software, be artistic and creative while trying to be diciplined as much as possible and have a great time together as well. We try to make the experience of working together something awesome. We provide contracting and consulting services in unity game engine and specially for your multiplayer games. We are mostly a .NET and Unity shop and love to use awesome tech like Microsoft Orleans and voxelfarm.
You can follow me on twitter on @ashkan_gc
You can see our portfolio at our website at
my LinkedIn profile
In this post I'm trying to provide convincing reasons for better keyboard navigation in Unity
In this post I would like to post a set of great videos from the history of our industry and also talk about why we are in a great industry
Voxels are a new and important addition to our tools which can make a lot of new gameplay mechanics possible. In this post I'm trying to show their compelling reason for existence by a set of examples and a bit of philosophical discussion
Nowadays nearly all games need backend services and in these series of posts I want to describe a really nice and revolutionary way of doing it.
There are striking similarities between famous sportsmen and the hard at work developer of the everyday. Here I try to talk about a specific group of developers which are getting a worse image than they deserve and hope to make all of us think
Depending on the phase that a technology is in, it might affect your speed of development and the quality of your shipping products. Trying to understand which wave you are in will help you reduce technical risk and have correct expectations
[Blog - 12/29/2013 - 02:49]
Since the author might not ...
Since the author might not check this anymore. I 'm sending a response which I think is valid. After you generate the track then you attach it to a collider or tag kind of thing and the car should check if it is colliding with an object with the tag ...
[News - 05/22/2018 - 01:16]
I 'll not argue with ...
I 'll not argue with you about the fact that many in the left are like many in the right in the way that if you criticize their work then you are attached a label to and attacked/ignored. One side says immoral or unethical, the other says things ending in ...
[News - 05/02/2018 - 04:17]
Made their own due to ...
Made their own due to the different requirements and also difference in the things they wanted to integrate with. .NET 's task system is great and is a very general purpose one which does not focus on performance as much as Unity 's one does. r nAs a result TPL ...
[News - 04/09/2018 - 06:48]
Already there is very real ...
Already there is very real very nice voxel engine. It has been even used in landmark. It is called VoxelFarm and it doesn 't want to claim things which are not very realistic, instead it is a high quality voxel engine with some cool PCG tools as well. r nDisclosure ...
[News - 03/30/2018 - 03:16]
Maybe not the best place ...
Maybe not the best place to write this and maybe she never sees this but still for other developers and hopefully EA ones which will notice. One thing which can really help in accessibility of games for low vision people is to avoid/add lighting settings. r nSome daylight times are ...
[Blog - 03/12/2018 - 10:45]