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Resume · Technical Artist

Shahryar Saqib

Technical Artist / TA-Programmer

15
Years Unity/C#
7
Studios
1
Steam EA title
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Profile

Headline AI work: an AI game-prototyping pipeline for Unity (Cursor + Unity MCP, schema-validated GDD manifests, human play gate) that took a GDD to a playable scaffold in 21 minutes. Technical Artist / TA-programmer hybrid with 15 years of Unity/C# experience—strongest at the seam of custom shaders, procedural presentation, and Unity systems. Led shader and procedural pet/terrain work for Genopets; specialized in shaders and technical development at Tintash; ships polished player-facing feel as lead on Symphorix (Steam EA). Not a pure look-dev generalist—code-fluent TA who owns pipelines.

Skills

Engine

  • Unity 6
  • C#

Rendering

  • URP
  • Shader Graph
  • VFX Graph

AI tooling

  • Cursor
  • Unity MCP agents
  • Gemini
  • LLM pipelines
  • ComfyUI

Platforms

  • Steam (PC)
  • Google Play (Android)
  • App Store (iOS)

Unity packages

  • Addressables
  • Cinemachine
  • DOTween
  • ProBuilder
  • Test Framework
  • Project Auditor

Services

  • Firebase
  • AdMob
  • Steamworks
  • Soapbox Labs ASR

Workflow

  • Git
  • GitHub
  • Git LFS
  • JSON Schema

Selected proof

AI game-prototyping pipeline (Unity)

I built an AI game-prototyping system for Unity at ApexLogics. A 26-section GDD becomes a JSON-schema-validated manifest; a staged Cursor + Unity MCP agent scaffolds and greyboxes the game, stops at a human play gate ("is it fun?"), then adds presentation, and deterministic Editor audit tools check the result. 21 minutes from GDD to playable scaffold on one prototype; 20 of 22 acceptance tests passed at handoff; 5 prototypes run through it. Gemini listens to every generated sound for QA. Its rules and guides were adopted into live production games.

Symphorix — Steam Early Access

Music-driven survivorlike / roguelite. Lead engineer + producer. All-positive ratings. Store page →

Gamerize Dictionary

Lead PM + developer at Tintash for AAS Press (Japan). Unity EdTech — dictionary, mini-games, ASR, teacher LMS.

Shipped on Google Play

Dino Hunter 3D: Shooting Games

10M+ installs on Google Play

Game Producer at ApexLogics, shipping live updates.

play.google.com/store/apps/details?id=com.apex.dinohunter.adventuregame.jusassic3d

Bus Driving Simulator Game USA

100K+ installs on Google Play

Game Producer at ApexLogics: core systems, performance and crash fixes; load time cut from over 28s to under 7s.

play.google.com/store/apps/details?id=com.novex.real.bus.simulator.driving.games

Nail Salon 3D (Lion Studios)

10M+ installs on Google Play

Worked as senior developer at Tintash.

play.google.com/store/apps/details?id=com.tintash.nailsalon

Experience

ApexLogics

Mar 2026 – Oct 2026
Game Producer
Rawalpindi
  • Coordinate technical art and engineering delivery within Unity production pipelines.
  • Align visual/systems quality goals with production milestones for client workstreams.

OnTriggerJoy

Feb 2024 – Present
Founder · Lead Developer / Technical Producer
Punjab, Pakistan · Remote

Founded OnTriggerJoy (academy → studio). Shipped Symphorix as lead engineer/producer. Mentored 14 students historically (C#, design, Agile); now solo, company active.

  • Shipped Symphorix to Steam Early Access as lead developer — music-reactive VFX/feel tightly coupled to procedural combat systems.
  • Authored Unity / C# systems where visual feedback, Core-node presentation, and audio-driven patterns reinforce juiciness and readability.
  • Owned production polish under indie constraints: performance, clarity, and player-facing presentation through EA launch (all-positive ratings).
  • Academy→studio origin; mentored 14 students historically; now solo with company active.

Also in progress (solo, unreleased — light touch): Apples Gone Wild Simulator 2025.

Monarch / Genopets

Apr 2024 – Sep 2024
Lead Game Technical Artist (Shaders) & Procedural Systems
Remote · Genopets (flagship)
  • Led technical art for Genopets — authored custom shaders from scratch, elevating visual quality and rendering performance.
  • Built procedurally generated pets, habitats, and terrains with scalable, immersive presentation.
  • Bridged art direction and engineering: shader pipelines, performance budgets, and Unity systems that defined the look.
  • Collaborated with cross-functional teams on high-impact visual-systems solutions.

Tintash

Mar 2020 – Mar 2024
Technical Domain Expert · Shaders & Technical Development
Lahore · Remote
  • Technical Domain Expert specializing in shaders, procedural pipelines, and Unity technical development for client titles.
  • Worked as senior developer on Nail Salon 3D.
  • Gamerize Dictionary (AAS Press): lead PM + developer — Unity EdTech with polished mini-game feel and teacher-facing tooling.
  • Mentored engineers on technical craft and delivery standards.

OZI Technology

Oct 2019 – Mar 2020
Principal Software Engineer → Technology Lead
Lahore
  • Advanced from Principal Software Engineer to Technology Lead over a six-month engagement.
  • Contributed to software delivery and technical leadership in a product engineering environment.

UltPult Game Studio

Jan 2017 – Mar 2017
Head of Game Development
Lahore
  • Built plug-and-play Unity tooling and components that accelerated studio production (1+ year → <3 months).
  • Trained developers on design theory, juiciness concepts, and MDA.

Giant Fox Studios

Feb 2016 – Dec 2016
Lead Game Developer
Lahore / Remote
  • Led Unity game development for a remote indie studio under Jaime Fraina.
  • Ported There's Poop In My Soup to mobile for Jaime's K Bros Games clients (Steam title by K Bros — mobile port credit).

Education

MBA — Human Resources ManagementUniversity of Engineering and Technology, Taxila / APCOMS · Fall 2010 – Oct 2012 (degree Dec 2012)
BBA (Honours) — Human Resources ManagementNational University of Modern Languages / APCOMS · 2006 – 2009