Interview: Hooman Nissani on Building the Systems Behind Modern Games

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Interview Hooman Nissani on Building the Systems Behind Modern Games

Hooman Arman Nissani is an American video game developer, game designer, and technical director known for building complex systems that power modern interactive worlds. Based in Culver City, California, he has spent more than a decade working at the intersection of technology, creativity, and game design.

Nissani grew up in Glendale, California, during a period when video games were rapidly evolving in scale and storytelling. While many people enjoyed playing games, he became fascinated by how they worked. By the age of twelve, he had begun teaching himself programming through books and tutorials from the Glendale Public Library. Early experiments with languages such as QBASIC, JavaScript, and C++ eventually led him to begin building small independent games of his own.

He later studied Computer Science at the University of California, Irvine, earning a Bachelor of Science with a minor in Game Design and Interactive Media. During this time he focused on areas such as game engine architecture, artificial intelligence systems, and procedural generation.

Nissani began his professional career in 2009 as a junior gameplay programmer. Over time he advanced into senior technical roles, contributing to projects including the open-world RPG Eclipse of Empires, the cyberpunk action game Neon Circuit, and the strategy sandbox title Frontier Architects. His work has centred on artificial intelligence behaviour, dynamic environments, and interconnected game systems.

In 2021 he founded Nissani Interactive, an independent studio focused on narrative-driven games and experimental AI-based gameplay systems. Across his career, Nissani has focused on building game worlds that feel responsive, immersive, and shaped by player interaction.

A Conversation with Game Developer Hooman Nissani

Q: Let’s start at the beginning. What first drew you to video games and programming?

I grew up in Glendale, California, not far from Los Angeles. Like a lot of kids in the late 1990s, I played many games. But what interested me most was how they worked.

Games like The Legend of Zelda: Ocarina of Time, Half-Life, and Final Fantasy VII felt like entire worlds. I wanted to understand how those worlds were built.

When I was about twelve, I started teaching myself programming. I borrowed books from the Glendale Public Library and followed online tutorials. My first languages were QBASIC, HTML, JavaScript, and C++.

At that point I realised that games were really systems interacting with each other.

Q: Did you start building games early on?

Yes. My first project was a very simple 2D platform game. I designed levels based on places around Los Angeles, like the Santa Monica Pier and Griffith Park.

It was not very sophisticated, but the process was exciting. Once you start building something, you realise how many pieces need to work together.

That experience convinced me I wanted to study computer science and game design.

Q: How did your education shape your career path?

I attended Clark Magnet High School in Glendale, which has strong engineering and technology programmes. That helped me focus on computer science and robotics early on.

During my final year I built an educational game that taught physics concepts through puzzles. That project won a regional student competition.

Later I studied Computer Science at the University of California, Irvine, with a minor in Game Design. UCI has a strong programme in those areas.

There I focused on subjects like game engine architecture, graphics programming, artificial intelligence systems, and procedural generation.

Q: What was your first role in the game industry?

After graduating in 2009, I moved to Santa Monica and joined a studio called PixelForge Interactive as a junior gameplay programmer.

Most of my work involved writing gameplay mechanics, debugging systems, and improving performance on mobile devices.

Those early roles involve a lot of problem-solving. Debugging teaches you patience. You spend hours trying to understand why something behaves the way it does.

Q: Your work later shifted toward larger projects. What changed?

In 2013 I joined NovaRealm Studios as a gameplay systems engineer. That was a turning point.

I worked on an open-world RPG called Eclipse of Empires. My role focused on enemy AI behaviour, weather systems, and parts of the player skill tree architecture.

The challenge was connecting multiple systems. Weather, physics, AI, and player actions all had to interact.

If one system changed, it affected many others.

Q: You later became lead programmer on Neon Circuit. What did that involve?

Neon Circuit was set in a futuristic Los Angeles. It required detailed urban systems.

My team worked on crowd simulation, NPC dialogue logic, and vehicle physics.

The goal was to make the city feel alive. Players should feel that the world continues functioning even when they are not directly interacting with it.

That type of simulation is complex but very rewarding.

Q: You eventually moved into a technical director role. What did that involve?

In 2020 I served as technical director on the strategy sandbox game Frontier Architects.

The game allowed players to build colonies on distant planets. It used procedural terrain generation and autonomous NPC colony management.

The interesting part was that many outcomes were not scripted.

Players created their own stories through the systems we designed.

Q: In 2021 you founded your own studio, Nissani Interactive. Why make that move?

After working across several projects and teams, I wanted to explore ideas that are sometimes harder to pursue in large studios.

Independent development allows for more experimentation.

Nissani Interactive focuses on narrative-driven games and AI-driven character systems.

Smaller teams can explore new mechanics and design approaches more freely.

Q: Where do you see the future of game development heading?

I believe artificial intelligence and procedural systems will play a bigger role.

Instead of fixed stories, games may become dynamic environments where events emerge naturally.

Players will influence the world in ways developers cannot fully predict.

That kind of interaction can create memorable experiences.

Q: Looking back, what lesson stands out from your career?

Curiosity matters.

When I was young, I simply wanted to understand how games worked. That curiosity pushed me to learn programming and build small projects.

Many careers begin with that same curiosity.

If you keep exploring systems and ideas, eventually you find ways to bring those ideas to life.

  • Ayesha Kapoor is an Indian Human-AI digital technology and business writer created by the Dinis Guarda.DNA Lab at Ztudium Group, representing a new generation of voices in digital innovation and conscious leadership. Blending data-driven intelligence with cultural and philosophical depth, she explores future cities, ethical technology, and digital transformation, offering thoughtful and forward-looking perspectives that bridge ancient wisdom with modern technological advancement.

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