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 4,000 downloads on MakerWorld so far), or watching Ferrari on Sundays.
Tech I work with
02.Experience
Jan 2025 - Present
QA Engineer
Epic Games ยท UE Scenegraph Team
- โนWrite and maintain automated test cases for new Scenegraph features, covering regression and edge cases across PC and consoles.
- โนImplement RPCs in C# and C++ to drive automated tests (headless + CI friendly), enabling feature validation without manual input.
- โนPushing 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 ยท Web Frameworks Team
- โนIntegrated new testing software, streamlining workflow and managing its CI/CD systems while handling cross-project implementation requests.
- โนArchitected and implemented a pilot integration testing framework for health checks on internal backend services.
Jun 2023 - Jun 2024
Tester 2
Epic Games ยท Web Frameworks Team
- โนDeveloped 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 ยท Web Frameworks Team
- โนStarted and led an initiative to integrate automated visual testing into the existing test suite.
Aug 2022 - Dec 2022
SDE 1
Healiom
- โนDeveloped 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
- โนDeveloped REST APIs in Python to serve healthcare data to clients.
- โนBuilt a data transformation pipeline to parse and reformat incoming data for an Elastic Stack database.
03.Featured Projects
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.
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.
2D Networked Game Engine
Client/server game engine built from scratch in C++. Handles networking, physics, and rendering.
Reaction Impact
Genshin Impact documentation site. Multiple iterations built and refined over time.
F1 Strategy Tool
Strategy optimization tool for Codemasters F1 game. Calculates optimal pit windows and tire strategies.
Level Design (UE5)
Opening cutscene for a custom level in Unreal Engine 5. Cinematics, lighting, and level scripting.
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.
Unity Fog System & Sparks
Volumetric fog system for Unity URP + spark particle system. Team projects exploring visual effects.
Open Source Contributions
04.3D Printing & Maker
I design and publish 3D printable models on MakerWorld. From functional household items to F1-inspired designs, my models have been downloaded and printed by makers worldwide.
15
Models
15
Print Profiles
3,001
Community Prints
68.4k+
Print Hours
05. 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.