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Hi, my name is

Aanish Bhirud.

I build & break things.

QA Engineer at Epic Games on the Unreal Engine Scenegraph team. Passionate about how Gen AI is reshaping the SDLC, always on the bleeding edge.

01.About Me

I'm a QA Engineer at Epic Games on the Unreal Engine Scenegraph team. Spent two years on the Web Frameworks team before this, working my way from Tester 1 to QA Engineer. If something's broken, I'm probably already looking at it.

I've been pushing Gen AI adoption at Epic, running training sessions and getting teams hands-on with AI tools for the SDLC. I was vibe coding with the OG GitHub Copilot back when it was just tab completions, way before anyone called it that.

When I'm not working, I'm usually hacking on side projects in Rust, designing 3D prints (nearly 6,000 downloads on MakerWorld so far), or watching Ferrari on Sundays.

🏎️F1 / Ferrari🎮Gaming🖨️3D Printing⛩️Anime

Tech I work with

JavaScript
TypeScript
Python
Rust
C++
Playwright
Unreal Engine
React
Next.js
Docker

02.Experience

Jan 2025 - Present

QA Engineer

Epic Games · UE Scenegraph Team

  • Write and maintain automated test cases for new Scenegraph features, covering regression and edge cases across PC and consoles.
  • Implement RPCs in C# and C++ to drive automated tests (headless + CI friendly), enabling feature validation without manual input.
  • Pushing Gen AI adoption across teams, running hands-on training sessions on how to effectively use AI tools in the SDLC.

Jun 2024 - Jan 2025

QA Engineer

Epic Games · Web Frameworks Team

  • Integrated new testing software, streamlining workflow and managing its CI/CD systems while handling cross-project implementation requests.
  • Architected and implemented a pilot integration testing framework for health checks on internal backend services.

Jun 2023 - Jun 2024

Tester 2

Epic Games · Web Frameworks Team

  • Developed and shipped V1 of automated visual testing suite, continuously expanding its capabilities and adoption across multiple projects.

Dec 2022 - Jun 2023

Tester 1

Epic Games · Web Frameworks Team

  • Started and led an initiative to integrate automated visual testing into the existing test suite.

Aug 2022 - Dec 2022

SDE 1

Healiom

  • Developed a multithreaded audio pipeline using an ffmpeg-based library to decode multiple FLV streams in real time with minimal buffering.

May 2021 - Jul 2021

Backend Dev Intern

Healiom

  • Developed REST APIs in Python to serve healthcare data to clients.
  • Built a data transformation pipeline to parse and reformat incoming data for an Elastic Stack database.

03.Featured Projects

Agent Render

Zero-retention artifact sharing for AI agents. Renders markdown, code, diffs, CSV, and JSON as shareable fragment links, with in-viewer edit and reshare. Self-hostable on Cloudflare Pages.

TypeScriptCloudflare PagesReact

Mnemosyne

Session history retrieval layer for AI agents. Indexes, embeds, and searches conversation history for grounded context recall. Repo is private while I bring it up to my quality bar.

TypeScriptSQLiteEmbeddings

Hydra CLI

Multi-model swarm intelligence CLI. Spawns parallel AI agents across providers to research topics from multiple viewpoints and consolidate results.

TypeScriptNode.jsMulti-model

QuickRunner

Fast Rust CLI for project jump, scripts, aliases, stats, and `qr do` AI→shell. Local-first.

RustCLISQLite

Synthetic Search CLI & MCP

CLI and MCP server for Synthetic's zero-data-retention search API. AI-powered web search with citations, built for agent workflows.

TypeScriptMCPCLI

PPM Converter

Converts .ppm files from Peter Shirley's "Ray Tracing in a Weekend" to .tiff. Script and README entirely written by GPT-3, back when that was a wild thing to do.

Proof of being an early Gen AI adopter in coding, before "vibe coding" was even a phrase.

PythonOpenCV

Ray Tracing Renderer

Two iterations: "Ray Tracing in One Weekend" (Peter Shirley) + "The Ray Tracer Challenge" (Jamis Buck). Multi-threaded Rust implementation with performance profiling.

RustMulti-threading

2D Networked Game Engine

Client/server game engine built from scratch in C++. Handles networking, physics, and rendering.

C++NetworkingGame Engine

Reaction Impact

Genshin Impact documentation site. Multiple iterations built and refined over time.

AstroTypeScript

F1 Strategy Tool

Strategy optimization tool for Codemasters F1 game. Calculates optimal pit windows and tire strategies.

Python

Level Design (UE5)

Opening cutscene for a custom level in Unreal Engine 5. Cinematics, lighting, and level scripting.

Unreal Engine 5Blueprints

PCG Forest Scene (UE5)

Procedurally generated forest environment using UE5's PCG framework and Quixel Megascans. Experimented with rule-based biome placement and density controls.

Unreal Engine 5PCGQuixel Megascans

Unity Fog System & Sparks

Volumetric fog system for Unity URP + spark particle system. Team projects exploring visual effects.

UnityURPShader GraphVFX Graph

Open Source Contributions

steipete/CodexBar · 2026-07

Fix Crof usage for PAYG credits-only API

Follow-up fix for the Crof provider: updated usage parsing after Crof moved to a PAYG credits-only API.

merged

openclaw/openclaw · 2026-07

fix(media): keep host-staged images available to native vision

Fixed host-mode media staging so staged images stay available to native-vision models instead of returning text-only turns.

merged

junhoyeo/tokscale · 2026-06

feat(sessions): add Command Code as a tracked source

Added Command Code as a tracked session source so its local transcripts are included in scans.

merged

steipete/CodexBar · 2026-05

[codex] Add Crof provider

Added Crof as an API-key provider in CodexBar, with usage quota and credit balance tracking.

merged

steipete/CodexBar · 2026-04

Support Synthetic pack quota responses

Expanded Synthetic quota parsing to handle the new rolling five-hour request cap and weekly token-credit quota, while keeping backward compatibility with the older response format.

merged

raycast/extensions · 2026-03

Add paste last transcript command to Wispr Flow

Added a new command to the Wispr Flow Raycast extension for pasting the last transcript.

merged

junhoyeo/tokscale · 2026-03

fix(scanner): include auto-archived subagent transcripts in scan

Fixed the scanner to include auto-archived subagent transcripts that were being skipped during scans.

merged

SpaceWarpDev/SpaceWarp · 2023-02

Update Console.ReadLine() to convert to lowercase

Quality-of-life fix for the Kerbal Space Program 2 modding framework.

merged

theykeeponrising/dead_binary · 2022-09

Fog system

Built a volumetric fog system for the Unity URP game project.

merged

06. What's Next?

Get In Touch

I'm always open to discussing new opportunities, interesting projects, or just geeking out about AI tools, F1 strategies, or 3D printing. Drop me a line.

Say Hello