top of page
new-horiz.png

PRODUCED IN PARTNERSHIP WITH

gamesGround.png
XR&GamesCon_icon_turned.png

Sepehr Ghasemi

Unity Software Engineer
Freelancer
greg-fawson-foto.1024x1024 Kopie.jpg

Sepehr Ghasemi is a Unity software engineer based in Berlin, hands-on with the engine since 2018, with 4 years of professional experience across mobile games and XR. He started at an early-stage startup, where he grew from junior to second-in-charge on the engineering side and shipped XR games on iOS, Android, and Meta Quest. Since then his work has spanned the range of the Unity ecosystem: multiplayer VR on Quest, an AI-driven prototype on Apple Vision Pro, and freelance multiplayer mobile projects, usually with end-to-end ownership, from client architecture to backend. He cares a lot about architecture that survives team growth, code you can actually test, and systems that keep working when the network doesn't. He is currently deep-diving into live-service mobile game development.

Your Idle Game Economy Is a Dependency Graph. Treat It Like One.

Lightning talk

In an idle game, everything derives from everything: turret level feeds DPS, DPS affects enemy HP, kills feed income, income feeds upgrade costs, and all should consider the desired progression speed. One tap ripples through dozens of derived values, and both common fixes (recompute everything, or hand-wired update calls) fall apart as the economy grows. The third option: model your stats as an explicit dependency graph. Declare base properties and calculators; when an input changes, only the affected subgraph recomputes, exposed as reactive properties. One idea, a working open-source Unity package, 20 minutes.

bottom of page