I build AI pipelines for game production and make sure the output is good enough to ship. At ApexLogics I designed a pipeline that turns a written game design into a playable Unity prototype, a two-AI loop that generates sound effects and judges them against a brief, and the AI-assisted workflows I trained the developers on. Behind that sits 15 years of game development: shaders, procedural generation, gameplay systems and production. I know where AI saves time and where it quietly makes things worse, and I write both down.
What I built, and what happened
AI content in my own games (OnTriggerJoy)
Symphorix uses AI-generated music paired with human-written lyrics, disclosed on its Steam page. Apples Gone Wild Simulator 2025 discloses its AI art pipeline on Steam. My fleet includes a bot for local image generation with ComfyUI.
Procedural and shader work
Led procedural pets and terrains at Genopets, built music-based procedural generation for Symphorix, and wrote 20+ custom shaders across six games at ApexLogics.
Skills
AI pipelines
Coding agents with rules and skills (Cursor)
Unity MCP and Gemini via MCP
Generative audio (Ludo.ai, Suno)
Image generation, including local ComfyUI
AI-judged QA with written acceptance checks
Unity production
Unity 6, URP, Android builds
Editor tools, validators and build preflight
Schema-checked manifests and handoff reports
Addressables, performance and memory work
Tech art
HLSL and Shader Graph
VFX Graph
Procedural content generation
Built-in to URP conversion
Team
Training developers on AI workflows
Production planning and release
Git and pull-request flow
Experience
ApexLogicsMar 2026 – Oct 2026
Game Producer · Rawalpindi
Led production for the studio's mobile game portfolio, managing the whole development team, sprint planning, QA and releases.
Built an automated AI pipeline that turns game ideas into playable prototypes.
Rolled out AI-assisted development across the team and trained the developers to use it.
Moved the studio to modern source control and review-based workflows.
Used player analytics to find drop-off points and drove the fixes that improved player progression and retention in live games.
Built core gameplay systems and major performance improvements for live titles, including faster load times and crash fixes.
Wrote 20+ custom shaders across six games.
Built reusable tools and frameworks that the studio adopted across multiple games.
OnTriggerJoyFeb 2024 – Present
Founder · Punjab, Pakistan · Remote
Founder. Shipped Symphorix to Steam Early Access; runs AI content and operations pipelines.
Monarch / GenopetsApr 2024 – Sep 2024
Lead Technical Artist & Procedural Systems Developer · Remote · Genopets (flagship)
Led procedural generation of the pets and terrains and wrote custom shaders that kept the game fast on phones.
TintashMar 2020 – Mar 2024
Game Producer · Technical Domain Expert — Games · Lahore · Remote
Producer and technical domain expert; shaders, procedural pipelines and shipping standards across Unity client titles.
OZI TechnologyOct 2019 – Mar 2020
Principal Software Engineer → Technology Lead · Lahore
UltPult Game StudioJan 2017 – Mar 2017
Head of Game Development · Lahore
Built an in-house Unity SDK that cut the studio's development time per game from over a year to under three months.
Giant Fox StudiosFeb 2016 – Dec 2016
Lead Game Developer · Lahore / Remote
Led Unity development; ported There's Poop In My Soup (K Bros Games) to mobile.