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.
Open to research collaborations, AI/ML roles and engineering work that pushes on hard, open problems
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.
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.
Game dev origins. AI/ML present. A through-line of curiosity underneath both.
- 2026Dendritic Unit · open research
Activation-free MLP replacement. Public code, ongoing experiments. The first research artifact I am willing to attach my name to.
- 2026UCP 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.
- 2024 - nowBrainseed Factory · backend & AI
Owning the AI/orchestration backend for Monamy - autonomous CRM running phone campaigns and platform-agnostic chat support.
- 2024XR 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.
- 2024LIYA · AI interview redesign
Freelance - rebuilt the AI-driven onboarding/interview flow. Bias-aware candidate profiles, auto-generated dossiers for hiring teams.
- 2021 - 2023MobX 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.
- 2021Brainseed Factory · junior dev
Compute shaders, ShaderGraph, VFX. The grounding in low-level real-time work that I still apply to ML.
Best path is the email.