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Schedule Interview NowWorking at Softaims has been an experience that continues to shape my perspective on what it means to build quality software. I’ve learned that technology alone doesn’t solve problems—understanding people, processes, and context is what truly drives innovation. Every project begins with a question: what value are we creating, and how can we make it lasting? This mindset has helped me develop systems that are both adaptable and reliable, designed to evolve as business needs change. I take a thoughtful approach to problem-solving. Instead of rushing toward quick fixes, I prioritize clarity, sustainability, and collaboration. Every decision in development carries long-term implications, and I strive to make those decisions with care and intention. This philosophy allows me to contribute to projects that are not only functional, but also aligned with the values and goals of the people who use them. Softaims has also given me the opportunity to work with diverse teams and clients, exposing me to different perspectives and problem domains. I’ve come to appreciate the balance between technical excellence and human-centered design. What drives me most is seeing our solutions empower businesses and individuals to operate more efficiently, make better decisions, and achieve meaningful outcomes. Every challenge here is a chance to learn something new—about technology, teamwork, or the way people interact with digital systems. As I continue to grow with Softaims, my focus remains on delivering solutions that are innovative, responsible, and enduring.
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All assets used were free from the Unreal Engine Marketplace. Animation created via Motion Capture Suits (from an animation course resource).
Basic Third Person Shooter Prototype - Simple AI for enemies with an Animation Blueprint that operates with Anim Layers (so animations can be swapped in and out depending on what the character does). Gun class built to provide Gun Children all the features they would need to operate (tracer rounds, sound effects, etc.) Assets used were purchased from CGTrader or the Unreal Engine Marketplace
Use of Unreal Engine's Procedural Environment tools to create background/environment. Mocap animation cleaned up and used on a Character from the Paragon library.
All the assets used within this video are from the Unreal Engine Marketplace or Quixel Bridge. Environment was built by me and the blocking/staging was by me as well. The dragon didn't actually have an eyelid to make it "blink" -- The eyelids are literally 2 spheres cut in half and then rolled back at the same time. The Dragon master texture was sampled and used on the eyelids to hid this little gimmik. This is a blocking pass to get the timing down and to fix the scene up later (like add better trees, grass textures, etc). Still needs upcoming shots of the knight versus the dragon but I I'm happy with it so far. I did it for fun -- Will add more to this project over time.
Bachelor of Arts (BA) in