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Resume · Unity Systems Engineer

Shahryar Saqib

Unity Gameplay / Systems Engineer

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 Gameplay / Systems Engineer with 15 years of Unity/C# experience building shippable core loops in C#. Specialist in procedural systems, music-driven gameplay, and maintainable Unity architecture. Lead engineer behind Symphorix (Steam Early Access); prior systems and client delivery at Tintash, Genopets procedural pipelines, and an in-house Unity SDK that cut studio iteration from years to months.

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
  • Support Unity production pipelines and technical coordination for shipping workstreams.
  • Collaborate with engineering and design on scope, milestones, and build quality.

OnTriggerJoy

Feb 2024 – Present
Founder · Lead Gameplay Engineer
Punjab, Pakistan · Remote

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

  • Lead engineer for Symphorix (Steam Early Access) — implemented music-driven procedural combat, Core-node systems, and custom MP3 import in Unity / C#.
  • Designed and shipped bass / mid / treble synergy gameplay and song-tied enemy waves for a top-down bullet-hell / survivorlike.
  • Owned core gameplay loop from prototype through Early Access release with all-positive Steam ratings.
  • Maintained solo production velocity after academy→studio transition (historical mentorship of 14 students).

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

Monarch / Genopets

Apr 2024 – Sep 2024
Lead Developer — Procedural Systems & Shaders
Remote · Genopets (flagship)
  • Built procedural pets / terrains and gameplay systems in Unity / C# for Genopets move-to-play worlds.
  • Implemented custom shaders and rendering optimizations for visual quality under real performance constraints.
  • Integrated procedural pipelines that delivered diverse, replayable content at scale.

Tintash

Mar 2020 – Mar 2024
Technical Domain Expert · Senior Unity Developer
Lahore · Remote
  • Unity / C# technical lead across client titles as TDE — gameplay systems, shaders, and procedural pipelines.
  • Gamerize Dictionary (AAS Press): lead developer + PM — gamified JP–EN dictionary, mini-games, kingdom meta, ASR integration, teacher portal.
  • Worked as senior developer on Nail Salon 3D.
  • Shipped and supported live client products; mentored peers on Unity engineering practices.

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
  • Authored extensive Unity code repository / SDK (extensions, algorithms, plug-and-play components) — cut development time from 1+ year to <3 months.
  • Trained in-house developers on systems, GDDs, 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