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Shahryar Saqib

I build the AI pipelines a game team can trust: written rules, quality checks, and a person at the gate.

Case study: https://ontriggerjoy.com/work/ai-pipeline/

Summary

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.

Education

MBA, Human Resources Management (UET Taxila / APCOMS) · BBA (Hons) (NUML / APCOMS)