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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 4,000 downloads on MakerWorld so far), or watching Ferrari on Sundays.

๐ŸŽ๏ธF1 / Ferrari๐ŸŽฎGaming๐Ÿ–จ๏ธ3D Printingโ›ฉ๏ธAnime

Tech I work with

โ–นJavaScript
โ–นTypeScript
โ–นPython
โ–นRust
โ–นC++
โ–นPlaywright
โ–นUnreal Engine
โ–นReact
โ–นNext.js
โ–นDocker

02.Experience

Jan 2025 - Present

QA Engineer

Epic Games ยท UE Scenegraph Team

  • โ–นWrite and maintain automated test cases for new Scenegraph features, covering regression and edge cases across PC and consoles.
  • โ–นImplement RPCs in C# and C++ to drive automated tests (headless + CI friendly), enabling feature validation without manual input.
  • โ–นPushing 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

  • โ–นIntegrated new testing software, streamlining workflow and managing its CI/CD systems while handling cross-project implementation requests.
  • โ–นArchitected 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

  • โ–นDeveloped 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

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

Aug 2022 - Dec 2022

SDE 1

Healiom

  • โ–นDeveloped 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

  • โ–นDeveloped REST APIs in Python to serve healthcare data to clients.
  • โ–นBuilt 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 clean shareable links. 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

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

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.

Say Hello