Booting command environment

Facility systems coming online

Gameplay labs calibrated

Senior Unity Systems Engineer

Enter a gameplay systems facility built around shipped Unity production work.

I build Unity games with a systems mindset: scalable gameplay architecture, multiplayer-ready features, monetized F2P systems, optimized mobile runtime behavior, and production pipelines that survive real shipping pressure.

Playable labs80+ shipped projectsMobile runtime focus

80+

Shipped projects

Production projects across mobile games, multiplayer prototypes, monetized F2P titles, gameplay systems, and live-style architectures.

Photon + Colyseus

Multiplayer systems

Photon, Photon Quantum, and Colyseus experience across realtime PVP, racing, survival, and strategy systems.

60 FPS

Performance target

Mobile optimization mindset around pooling, asset budgets, SDK impact control, ANR reduction, and stable frame pacing.

Stability

ANR reduction

Production optimization focus on startup flow, SDK initialization, memory pressure, and crash/ANR-sensitive mobile systems.

F2P SDKs

Monetization

AdMob, AppLovin MAX, AdColony, Facebook Audience Network, rewarded ads, analytics, and economy event flows.

Mobile + SDKs

Cross-platform

Unity systems integrated with third-party SDKs including Web3, Roku SDK, analytics, and platform-specific services.

Facility Transit

One connected engineering complex, divided into specialized gameplay labs.

Move through racing simulation, combat systems, feedback testing, multiplayer operations, monetization control, and atmosphere labs as one coherent production facility.

Entry

Command Deck

Flow

Guided exploration

Signal

Playable labs

Output

Engineering proof

Racing Systems Zone

Moto Max Garage

LAB 01

A curated garage zone for first-place racing goals: speed maintenance, overtakes, drift handling, checkpoint rhythm, optimization metrics, and commercial SDK boundaries.

Player Fantasy

Start as an underground racer and climb toward Moto Max champion status through speed, overtakes, and clean finishes.

Core Loop

  • Start race
  • Accelerate
  • Overtake
  • Drift turns

Reward Loop

  • Race rank
  • Bike unlocks
  • Garage tuning
  • LiveOps rewards

Spatial Transition

Racing tunnel reveal with moving light strips and a holographic track line.

Goal

P1

Focus

60 FPS

SDK

Ads/IAP

Vehicle ControlOpponent OvertakesCheckpoint FlowNeon city circuitGarage platforms

Handling Zone

Bike Drift Master Arena

LAB 02

A drift arena world that connects the playable highway slice to controller breakdowns, checkpoint pacing, crash handling, and camera-system presentation.

Player Fantasy

Thread through highway traffic at speed, avoid police-chase pressure, cut lanes with drift control, and keep the bike stable under pressure.

Core Loop

  • Build speed
  • Read traffic
  • Lane cut
  • Drift recover

Reward Loop

  • Checkpoint progress
  • Position gain
  • Clean lane streak
  • Vehicle mastery

Spatial Transition

Camera rail drops from garage telemetry into the moving highway lane.

Demo

Playable

Loop

30-60s

Feel

Arcade

Drift StateCamera FollowTraffic AvoidanceNight highwayNeon guard rails

Combat Systems Zone

Hero Survivor Chamber

LAB 03

A combat systems space for survivor/horde loops: continuous enemy approach, projectile pressure, pickups, power growth, wave budgets, and performance handling.

Player Fantasy

Become an unstoppable survivor, hold the arena center, collect upgrades, and outscale incoming monster waves.

Core Loop

  • Survive wave
  • Shoot enemies
  • Dodge swarms
  • Collect pickups

Reward Loop

  • Dropped pickups
  • Power multipliers
  • Wave clears
  • Boss reward charge

Spatial Transition

Holographic teleport into an arena as portals warm up around the player.

Focus

Combat

Budget

Spawn

Loop

Power

Enemy WavesProjectile EventsPickup ProgressionAlien infestationSpawn portals

Feedback Systems Zone

Annoying Boss Lab

LAB 04

A satisfying interaction zone for the aim-charge-extend-hit loop behind stage-based punch gameplay and short-session polish.

Player Fantasy

Aim an exaggerated stretchy glove, smash annoying bosses and office props, and push through comedic stages.

Core Loop

  • Aim glove
  • Charge stretch
  • Release punch
  • Trigger reaction

Reward Loop

  • Impact score
  • Stage clears
  • Prop destruction
  • Reaction chains

Spatial Transition

Office elevator opens into a target room with punch trajectory preview lines.

Feel

Punch

Loop

Stages

System

Events

Stretch InputHit FeedbackAnimation TimingChaotic officeDestruction lab

Network Architecture

Multiplayer Systems Hub

LAB 05

A hub for Photon, Photon Quantum, and Colyseus architecture: client state, event flow, prediction boundaries, and session resolution.

Player Fantasy

Step into a network operations room where live clients, prediction, and server authority become visible.

Core Loop

  • Join session
  • Sync state
  • Resolve events
  • Handle latency

Reward Loop

  • Stable tick
  • Resolved packets
  • Low jitter
  • Session continuity

Spatial Transition

Holographic teleport snaps camera through connected network nodes.

Stack

Photon

Stack

Quantum

Stack

Colyseus

PhotonPhoton QuantumColyseusHolographic nodesPacket trails

Revenue Infrastructure

Monetization & LiveOps Control

LAB 06

A monetization and live-ops hub for AdMob, AppLovin MAX, AdColony, Facebook Audience Network, analytics, and remote-config safety.

Player Fantasy

Operate the production control room where monetization, remote config, analytics, and stability stay coordinated.

Core Loop

  • Read telemetry
  • Tune config
  • Validate ad lifecycle
  • Monitor ANR

Reward Loop

  • Stable FPS
  • Reduced ANR
  • Clean ad boundary
  • LiveOps confidence

Spatial Transition

Dashboard panels unfold into a live telemetry control room.

SDK

4+

Ops

Live

Quality

ANR

AdMobAppLovin MAXAdColonyAnalytics wallsRemote config panels

Horror Experience

Atmosphere Systems Hallway

LAB 07

A controlled atmosphere zone for lighting, environmental storytelling, sound-layering direction, and UI architecture without jumpscare gimmicks.

Player Fantasy

Move through an atmospheric hallway where lighting, memory fragments, and UI reveals build tension without cheap scares.

Core Loop

  • Observe
  • Approach trigger
  • Reveal memory
  • Shift lighting

Reward Loop

  • Story reveal
  • Atmosphere shift
  • UI discovery
  • Cinematic transition

Spatial Transition

Camera glides through a dark door into a softly lit reveal corridor.

Mode

Cinematic

System

Reveal

Mood

Horror

LightingReveal TriggersSound LayeringLow light hallwayMemory panels

Project Terminals

Shipped game terminals with production systems visible.

Each terminal is generated from structured project data and cached Play Store media, with detail pages ready for playable demos and deeper engineering writeups.

MRM Bike Racing : Moto Game 3D showcase
MRM Bike Racing : Moto Game 3D icon

Racing

MRM Bike Racing : Moto Game 3D

A high-speed motorcycle racing game featuring campaign challenges, knockout races, PVP-style AI competition, multiple control schemes, audio feedback, and bike progression systems.

Engineering highlight

Race-mode architecture for campaign challenges, knockout elimination, and AI competition.

Downloads

5M+

Modes

3+

Controls

3

RacingMotorcycleOfflineSingle playerStylized
Hero Survivor: Action Games showcase
Hero Survivor: Action Games icon

Action

Hero Survivor: Action Games

A fast-paced alien survival action game built around merging, evolving, enemy waves, boss encounters, upgrades, and cinematic combat feedback.

Engineering highlight

Wave-based combat loops with escalating enemies and boss encounters.

Downloads

5K+

Genre

Action

Core loop

Merge

ActionSurvivalAliensBossesProgression
Bike Drift Master Racing Game showcase
Bike Drift Master Racing Game icon

Racing

Bike Drift Master Racing Game

A motorcycle and car drifting game combining highway racing, police chase pressure, boost, coins, unlocks, smooth controls, and realistic-feeling drift physics.

Engineering highlight

Vehicle-control architecture for drifting, boosting, and traffic navigation.

Downloads

500K+

Vehicles

Bike + Car

Pressure

Police

RacingDriftPolice ChaseHighwayVehicles
Annoying Boss Punch Game showcase
Annoying Boss Punch Game icon

Action

Annoying Boss Punch Game

A comedic offline action game focused on satisfying punching, slapping, reactive boss animations, destructible office chaos, power-ups, costumes, and stress-relief interactions.

Engineering highlight

Interaction system for punches, slaps, kicks, and throwable/destructive props.

Downloads

100K+

Offline

Yes

Feedback

Reactive

ActionOfflineComedyStress ReliefReactive Animation

Systems Dashboard

A technical command surface for gameplay, multiplayer, monetization, Web3, and optimization.

Built to communicate systems ownership quickly on desktop while remaining readable on smaller screens.

Gameplay Systems

01
Vehicle controllers
Combat systems
AI systems
Pooling
Input systems
UI systems

Optimization

02
60 FPS targets
ANR reduction
Memory optimization
Object pooling
Remote config tuning

Monetization

03
AdMob
AppLovin MAX
AdColony
Facebook Audience Network

Multiplayer

04
Photon
Photon Quantum
Colyseus

Web3 / Third Party

05
Solana
Ethereum
NFT integrations
Roku SDK
Additional SDK integration architecture

Experience

Production ownership across gameplay, multiplayer, and mobile systems.

The timeline groups the existing portfolio story around engineering ownership and production impact.

Recent work

Senior Unity Gameplay Engineer

Independent / Studio Projects - Lahore, Pakistan

Owned gameplay systems and feature delivery across shipped mobile games, multiplayer prototypes, monetization integrations, and live-style progression loops.

  • Built Unity gameplay features across action, horror, racing, match-three, and strategy genres.
  • Integrated Firebase, analytics, Google Ads, Unity Ads, Colyseus, and Photon Quantum across production and prototype work.
  • Collaborated with design and art teams to connect UX, session pacing, and technical implementation.
  • Focused on mobile performance through pooling, readable state flow, asset budgets, and SDK impact control.
Unity3DC#FirebaseColyseusPhoton QuantumGoogle AdsUnity Ads

Project-based

Gameplay / Networked Systems Developer

Multiplayer Game Systems

Designed and implemented multiplayer-ready loops for PVP, racing, survival, and strategy systems.

  • Worked with Colyseus-backed gameplay flows for PVP and state-driven sessions.
  • Explored deterministic racing architecture through Photon Quantum.
  • Separated gameplay state, presentation, and backend events for maintainable multiplayer features.
ColyseusPhoton QuantumTypeScriptUnityC#

Project-based

Unity Integration Engineer

Mobile Monetization & Live Features

Integrated monetization, analytics, rewards, and progression systems while preserving gameplay pacing.

  • Implemented Google Ads SDK and Unity Ads SDK across shipped mobile titles.
  • Connected rewards, milestones, leaderboard positions, and economy events into gameplay loops.
  • Balanced product requirements with player experience and performance constraints.
Google Ads SDKUnity Ads SDKFirebaseUnity AnalyticsOneSignal

Playable Labs

Focused interaction slices mounted inside the engineering facility.

Each lab is intentionally compact: a polished mechanic loop, clear controls, and production-minded systems framing without slowing the main portfolio.

Ready

Pollen Pop Match-3 Slice

A compact candy match-3 board slice with swap validation, cascades, booster charge, score pressure, and reward-system framing.

Match-3 ResolverCascade FlowBooster Economy

Ready

Bat Hero Transformation Mission

A compact city-rescue slice with bike traversal, robot combat/rescue, flight access gates, objective state, and transformation feedback.

Transformation ModesMission StateRescue Objectives

Ready

Moto Max Track Race

A lightweight closed-circuit arcade racing slice with one lap, AI racers, dynamic camera feedback, rank UI, and a cinematic finish overlay.

Closed TrackAI RacersDynamic Camera

Ready

Bike Drift Mechanic

A lightweight React Three Fiber highway drifting slice for traffic avoidance, drift lane cuts, crash/reset handling, camera follow, and police-chase pressure framing.

Drift ControllerTraffic AvoidanceCamera Feedback

Ready

Hero Survivor Wave Slice

A lightweight top-down combat chamber for wave escalation, projectile pressure, pickup collection, and power-growth feedback.

Enemy WavesProjectile EventsPickup Progression

Ready

Annoying Boss Punch Slice

A lightweight interaction slice for stretchy glove charge, target impact, stage progression, and readable hit feedback timing.

Stretch InputHit ReactionsFeedback Events