Researcher and developer working at the intersection of interactive media, networking, games research and ML. I design controlled game experiments, build the software to run them, and publish open results.
- Controlled first-person shooter experiments for measuring performance and experience
- Impact of frame-time disturbances, event timing, and framerate changes on players
- Network delay, latency-compensation techniques, and system artifact mitigation in real-time games
- Designing research tools and FPS prototypes in Unity/Unreal for repeatable studies
- Streaming, timing injection, and structured data pipelines for gameplay and QoE analysis
- Ph.D., Interactive Media & Game Development — Worcester Polytechnic Institute (in progress)
Current doctoral research on frametime stutters, framerate, and player experience in FPS tasks. - M.S., Interactive Media & Game Development — Worcester Polytechnic Institute (2024)
Thesis: Improving Player Experience and Fairness Using Adaptive Time-Delay on First-Person Shooters - B.Sc., Computer Science & Engineering — Ahsanullah University of Science & Technology (2019)
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Research Assistant, IMGD, Worcester Polytechnic Institute — 2024–present
FPS testbeds, Zombiefield, Last Stand, perception tasks, and user studies on frametime stutters and latency. -
Research Associate, Virtual Futures Lab, Purdue University CIT — 2021–2022
Built experimental games and studies, including Parsons and educational games. -
Software QA Engineer, Enosis Solutions — 2018–2019
Functional, API, and DB testing; test planning and tooling.
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Grayscale Portrait Colorization using CNNs and Pretrained VGG-Face Descriptor.
N. Haque, S. S. Tokey. 22nd International Conference on Computer and Information Technology (ICCIT), 2019.
DOI: 10.1109/ICCIT48885.2019.9038376 -
Grayscale Portrait Colorization using Optimization and MTCNN Face Detector.
N. Haque, S. S. Tokey. Southeast University Journal of Computing Sciences, 1(1), June 2021.
URL: seu.edu.bd/seujcs/downloads/V1N12021/SEUJCS-Vol01No01-5.pdf -
Exploring player agency in educational video games.
A. Joshi, C. Mousas, S. S. Tokey, D. Kao. Entertainment Computing, 2024.
DOI: 10.1016/j.entcom.2024.100754 -
Exploring Content Integration in Educational Video Games.
A. Joshi, S. S. Tokey, N. Glaser, B. Kargozar, A. Nicholas, B. Carmichael, C. Berver, A. Kopelevich, S. Frost. TechTrends, 2025.
DOI: 10.1007/s11528-025-01094-w -
The Effects of Network Latency on the Peeker’s Advantage in First-Person Shooter Games.
S. S. Tokey, Z. Chen, C. Mettler, D. Tang, B. Boudaoud, J. Kim, J. Spjut, M. Claypool. FDG 2024.
Online: https://web.cs.wpi.edu/~claypool/papers/peeker-fdg-24/ -
Effects of Adaptive Time Delay on Quality of Experience in First-Person Shooter Games.
S. S. Tokey, J. Cannon, S. Dinasarapu, A. Jiang, H. Qamar, M. Claypool. FDG 2024.
Online: https://web.cs.wpi.edu/~claypool/papers/adaptive-fdg-24/ -
Last Stand — A First Person Shooter Game for User Studies on the Effects of Network Delay on Players.
S. S. Tokey, M. Claypool. FDG 2024 — Demo.
Online: https://web.cs.wpi.edu/~claypool/papers/last-stand-fdg-24/demo-paper.pdf -
Demonstration of Network Latency and the Peeker’s Advantage in First-person Shooter Games.
S. S. Tokey, Z. Chen, C. Mettler, D. Tang, B. Boudaoud, J. Kim, J. Spjut, M. Claypool. FDG 2024 — Demo.
Online: https://web.cs.wpi.edu/~claypool/papers/peeker-fdg-24/demo-paper.pdf -
Timing Matters: The Impact of Event-Specific Frametime Spikes in First-Person Shooter Games.
S. S. Tokey, B. Boudaoud, J. Kim, J. Spjut, M. Claypool. QoMEX 2025.
Online: http://www.cs.wpi.edu/~claypool/papers/frame-stutter-qomex-25/ -
Lead Rush: A First-Person Shooter for User Studies and Understanding Effects of Frame Time Spikes.
S. S. Tokey, B. Boudaoud, J. Kim, J. Spjut, P. Xenopoulos, M. Claypool. QoMEX 2025.
Online: http://www.cs.wpi.edu/~claypool/papers/lead-rush-qomex-25/ -
Pushing the Limits? Frame Rate Benefits to Players for up to 500 Hz in First Person Shooter Games.
S. S. Tokey, B. Boudaoud, J. Kim, J. Spjut, M. Claypool. NOSSDAV 2025.
Online: https://web.cs.wpi.edu/~claypool/papers/fps-500-25/ -
Improving Player Experience and Fairness Using Adaptive Time-Delay on First-Person Shooters.
S. S. Tokey. M.S. Thesis, WPI IMGD, 2024.
Online: http://www.cs.wpi.edu/~claypool/ms/tokey-lag-24/
- Lead Rush (Unity FPS testbed) — user studies on frametime spikes and framerate
- Last Stand (Unity/Netcode) — latency and adaptive time-delay experiments
- Zombiefield (Unreal 5) — FPS prototype and research variant for latency work
- Floppy Bord (Cocos Creator, TS) — https://github.com/Tokey/FloppyBord
- Chatzz (TCP sockets) — https://github.com/Tokey/Chatzz
- CUBES — https://github.com/Tokey/CUBES
- Greener Earth (Web) — https://github.com/Tokey/GreenerEarth
Languages: C, C++, C#, Python, JavaScript/TypeScript, Java, Bash
Engines/Frameworks: Unity, Unreal, Phaser, OpenGL, Cocos Creator
Data/Analysis: pandas, NumPy, Matplotlib
Systems & Tools: socket.io, PM2, Docker, Raspberry Pi + NetEm, Selenium, Postman, JMeter
Platforms: Windows, macOS, Linux
- Trainer, Android Game Development with Unity — ICT Division programs in Bangladesh
- Society Representative, AUST CSE 34th batch
- Dean’s Honor, AUST CSE (Fall 2014)
- Champion, Inter-University ADEX Engenius 2017 — Software (Team Telapoka)
- Best Performer, Enosis Solutions (January 2019)
Email: sstokey@wpi.edu
Google Scholar: https://scholar.google.com/citations?user=_6sGl4wAAAAJ&hl=en
LinkedIn: https://www.linkedin.com/in/samin-shahriar-tokey-5284ab141/
