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Resume · Unity TDE

Shahryar Saqib

Unity Systems Architect / Technical Domain Expert

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. Unity Systems Architect and Technical Domain Expert with 15 years of Unity/C# experience. Deep hands-on in C# architecture, procedural content generation, custom shaders, and production leadership. Trusted with high-risk technical domains—PCG, generative gameplay, performance-critical logic—and with turning small teams into effective production units. Shipped Symphorix (Steam EA) and led systems/shader work for Genopets.

Skills

Engine

  • Unity 6
  • C#

AI tooling

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

Rendering

  • URP
  • Shader Graph
  • VFX Graph

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 Unity technical delivery across production milestones and engineering scope.
  • Bridge design intent and systems implementation for shippable client/studio builds.

OnTriggerJoy

Feb 2024 – Present
Founder · Lead Systems Engineer / 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.

  • Architected Symphorix as lead systems engineer / producer — music-reactive procedural combat through Steam Early Access (all-positive ratings).
  • Built Core-node combat architecture with bass / mid / treble synergies and song-tied enemy patterns in Unity / C#.
  • Owned end-to-end technical direction: procedural beat/note systems, custom audio import, performance under indie constraints.
  • Mentored a historical cohort of 14 juniors (C#, design, Agile); studio now ships solo with company active.

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

Monarch / Genopets

Apr 2024 – Sep 2024
Lead Procedural Systems Developer & Technical Artist
Remote · Genopets (flagship)
  • Architected procedural generation pipelines for pets, habitats, and terrains — scalable, replayable world content.
  • Authored custom shaders from the ground up; improved visual quality and rendering performance.
  • Designed Unity / C# gameplay systems that drove core mechanics and product identity.
  • Collaborated cross-functionally to deliver high-impact technical foundations for a move-to-play title.

Tintash

Mar 2020 – Mar 2024
Technical Domain Expert — Games · Game Producer
Lahore · Remote
  • Technical Domain Expert / producer for Unity client titles — owned systems direction, milestones, and shippable engineering standards.
  • Gamerize Dictionary (AAS Press): lead PM + developer — gamified dictionary, 4 mini-games, kingdom meta, Soapbox ASR, teacher LMS; GTM through liveops support.
  • Worked as senior developer on Nail Salon 3D; shaders & procedural pipelines across client work including Polkacity.
  • Mentored team members and raised engineering standards across games engagements.

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 a reusable Unity in-house SDK that reduced game development time from 1+ year to <3 months — leverage architecture at studio scale.
  • Trained developers on game development concepts, GDDs, and MDA framework.

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