Unity Game Developer

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Service Description

Unity Game Development
I design and build high-quality games and interactive experiences in Unity, backed by years of hands-on engineering across a wide spectrum of genres and platforms.
What I bring to your project:
Simulation — Architecting realistic, data-driven systems with accurate physics, AI behaviors, and complex state management. Whether it's a training simulator, vehicle sim, or systems-level game, I build for performance and fidelity.
Casual & Hyper-Casual — Fast iteration, clean code, and razor-sharp game feel. I understand what makes hyper-casual games addictive — tight loops, satisfying feedback, and optimized builds that ship fast and perform on low-end devices.
VR Development — Immersive experiences built for Meta Quest, SteamVR, and beyond. I handle interaction design, locomotion systems, hand tracking, spatial UI, and the performance constraints unique to VR.
My technical toolkit includes:

C# scripting, SOLID architecture, and scalable code design
Custom shaders & VFX (Shader Graph, HLSL)
Optimization: profiling, draw call reduction, LOD, memory management
Multiplayer & networking (Photon, Unity Netcode, Mirror)
CI/CD pipelines and platform publishing (iOS, Android, PC, Quest)

I work best with founders, studios, and product teams who want a senior engineer who thinks about the game, not just the code. I'm as comfortable whiteboarding a system design as I am diving into a performance bottleneck at 2 AM before launch.
Let's build something worth playing.

Technology Used

Engine & Core
Unity (LTS & latest), C#, Unity DOTS/ECS, Shader Graph, Visual Effect Graph
Platforms & Deployment

Mobile — iOS & Android, optimized for touch input, battery efficiency, and low-end device performance; App Store & Google Play publishing
WebGL — Browser-based builds with optimized load times, memory budgets, and cross-browser compatibility; embedded in web apps or standalone portals
PC — Windows & Mac standalone builds, Steam integration (Steamworks SDK, achievements, leaderboards), high-fidelity rendering pipelines
VR — Meta Quest (standalone & PCVR), SteamVR, OpenXR standard

Rendering & Graphics
URP, HDRP, custom shaders (HLSL), post-processing, lightmapping, LOD systems
Physics & Simulation
Unity Physics, Havok Physics, custom deterministic simulation layers
Networking & Backend
Photon Fusion/PUN, Unity Netcode for GameObjects, Mirror, PlayFab, Firebase
Optimization & Profiling
Unity Profiler, Memory Profiler, GPU Instancing, occlusion culling, texture atlasing, asset bundle management
DevOps & Pipeline
Unity Cloud Build, GitHub Actions, Plastic SCM, automated testing (Unity Test Framework)

Frequently Asked Questions

Q: Can you work on an existing Unity project, or only start from scratch?
A: Both. I regularly audit and refactor legacy Unity projects, fix performance bottlenecks, and extend existing systems — as well as architect new games from the ground up.

Q: Do you handle the full development cycle or specific phases only?
A: I can cover the full cycle — prototyping, production, optimization, and publishing — or plug into a specific phase like pre-launch optimization or platform porting.

Q: Can you work with a remote team or as a solo contractor?
A: Yes to both. I'm experienced working asynchronously with distributed teams using Git, Plastic SCM, Jira, and Slack, and equally comfortable owning a project end-to-end independently.

Azeem Ahmad

Tags

Unity Unity3D C# Game Development Mobile Games iOS Android WebGL PC Games VR Development Meta Quest SteamVR OpenXR Hyper-Casual Casual Games Simulation Game Design Gameplay Programming Shader Graph URP HDRP Game Optimization Performance Optimization Multiplayer Photon Unity Netcode Firebase PlayFab Unity DOTS Physics Simulation Prototyping Game Architecture Mobile Optimization Steam App Store Google Play Indie Games serious games Interactive Experience Senior Game Developer

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