/aiman.tech
04About

Aiman Shabib

Researcher of intelligent systems. Bonn, Germany. Game dev origins, AI/ML present, a notebook full of half-finished ideas about the physics of intelligence.

[ Status · live ]

Open to research collaborations, AI/ML roles and engineering work that pushes on hard, open problems

GitHubmflRevan
LinkedInaimanshabib
LocationBonn, Germany

I started in the engine. Unity, C#, shipped VR titles, mixed-reality prototypes built in two-day hackathons. That world taught me something I keep coming back to: every frame is a deadline, every abstraction has a cost. Real-time systems are honest in a way ML benchmarks usually aren't.

Most of my time now goes into research. The main line is Parallax, where I am poking at what happens if you stop treating cognition as a token-clocked autoregressive function and instead let it settle - more like an attractor than a sampler. Around that I keep a notebook of smaller side experiments. A dendritic block without an activation function. Evolutionary agents in Unity. An internal Pi project. A lot of them will probably go nowhere. Some have already taught me things I would not have figured out by reading papers.

What I actually care about is the through-line. Why does some compute give rise to behavior that looks like understanding, and other compute does not. I read this less as engineering and more as physics - the interesting problems live in the geometry of representations, in the shape of the bottleneck, in what gets baked into the unit before any weights are learned.

[ Currently focused on ]

Parallax / central workspace

A working architecture for continual, adaptive cognition - peripheral specialists competing for a shared bottleneck, the way Baars' theory describes consciousness in the brain.

The geometry of grokking

Why some training runs flip from memorisation to generalisation overnight, and what the curvature of the loss landscape is doing during that flip.

World models behind language

If language is just one of many interfaces to an underlying world model, what changes about how we train, evaluate, and align it.

-Trajectory
  1. 2026
    Dendritic Unit · open research

    Activation-free MLP replacement. Public code, ongoing experiments. The first research artifact I am willing to attach my name to.

  2. 2026
    UCP shipped · agentic Unity tooling

    Rust + C# bridge that makes the Unity Editor a structured tool surface. Agents can drive scenes, builds, debugging end-to-end.

  3. 2024 - now
    Brainseed Factory · backend & AI

    Owning the AI/orchestration backend for Monamy - autonomous CRM running phone campaigns and platform-agnostic chat support.

  4. 2024
    XR Hack Cologne · 1st place gaming

    48 hours, 5 people, one Meta Quest. Orbit Brawl turned the room into a zero-g arena. Sponsored by Meta.

  5. 2024
    LIYA · AI interview redesign

    Freelance - rebuilt the AI-driven onboarding/interview flow. Bias-aware candidate profiles, auto-generated dossiers for hiring teams.

  6. 2021 - 2023
    MobX Games · Everslaught + stealth shooter

    Game dev on the engine team. Optimization, system rework on a shipped Quest title. Solo-led prototype for an unannounced VR stealth shooter.

  7. 2021
    Brainseed Factory · junior dev

    Compute shaders, ShaderGraph, VFX. The grounding in low-level real-time work that I still apply to ML.

-Stack - what I reach for
PyTorchTransformer architecturesInference & deploymentContinual learningCentral workspace theoryWorld modelsGeometry of representationsCustom inductive biasesEvolutionary algorithmsTypeScript / NodeRustC# / .NETPythonUnity EngineVR / Mixed RealityCompute & VFX shadersNLP · TTS · STTAgentic systems

Best path is the email.