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AI pipeline lead · game studios

AI pipelinesfor game teams.

I wire AI into game production: agents for art, trailers and design review, AI-assisted Unity code, and the team habits that make it stick.

At ApexLogics I moved the dev team from zipped folders onto AI-assisted, automated workflows and built Build Checker. At my studio OnTriggerJoy, Symphorix ships 200+ tracks with AI-generated music and human-written lyrics, and production now runs on agents, including local ComfyUI image generation.

Rawalpindi, PakistanUTC+5Open to AI pipeline / dev-automation roles in games

Symphorix gameplay: the Core firing neon projectiles into a swarm of note-born enemiesSymphorix · Unity
● Steam Early AccessSince Jul 2025
200+
Tracks in Symphorix; AI-generated music with human-written lyrics, disclosed on Steam

Steam app 3363570

3
Game-production agents: trailer editing, GDD critique, local ComfyUI image generation

Fleet roster

Team
A studio dev team moved from zipped folders onto AI-assisted workflows

ApexLogics, 2026

15/15
Positive Steam reviews on Symphorix

Steam, 10 Oct 2026

01 / Pipeline

From design doc to store page.

The AI production pieces I run at OnTriggerJoy, and the game they shipped.

An AI production pipeline for a small game studio

The pieces I run at OnTriggerJoy today, from design doc to store page.

Design input

Design notes + GDDsGDD Assessor agent critiques design docs and Steam design docs.

Generate

ArtComfyUI agent runs local image generation.
MusicAI-generated songs with human-written poetry (Symphorix).
TrailersTrailer Maker agent edits game trailers.

Build

Unity + AI-assisted C#Shared coding rules for AI pair-programming on Unity projects; open-sourced.

Ship

Store + communitySteam pages, Discord community agent, release trailers.

Guardrails

  • Steam AI-content disclosure filed for each title
  • Human-written lyrics on AI-generated music (Symphorix)

Source: fleet roster (bots/fleet/README.md) · Steam AI disclosures for apps 3363570 and 4091490 · github.com/sabreking/CursorRulesForUnity3D.

● Steam Early Access · OnTriggerJoy

Symphorix

A survivorlike roguelite where your music is the weapon. Not a rhythm game: you plan a build, and the song decides when it fires.

Project
Studio
OnTriggerJoy (my studio)
Role
Founder · lead developer & producer
Platform
PC · Steam (Windows)
Status
Early Access since 1 Jul 2025 · 15/15 positive reviews (10 Oct 2026)
What I built
  • AI music, human words: Symphorix ships 200+ tracks and its Steam AI disclosure reads “AI generated Songs /Music but with human Poetry”. Players can add their own MP3s.
  • Music-based procedural generation in C#: bass, mid and treble beats trigger different node synergies, and enemy waves spawn from the 12 notes of each song.
  • The Core: a configurable 16-node weapon system, so any song becomes a fresh build.
  • Concept to Steam: design, engineering and production into Early Access (1 Jul 2025).
Stack
UnityC#VFX GraphProcedural generationAudio-reactive systemsSteamworks release
Links

Sources: Steam store page and API · OnTriggerJoy YouTube · LinkedIn experience

02 / Studio adoption

Moving a dev team onto AI workflows.

ApexLogics, 2026. Tools are easy; changing how a team works is the job.

● ApexLogics · Game Producer · Rawalpindi · Mar – Oct 2026

Production lead on live mobile games.

Game Producer on the studio's live Android titles, including Dino Hunter 3D and Bus Driving Simulator Game USA. I led the whole development team, built the studio's AI prototyping pipeline, and brought in AI-assisted development and modern source control.

● Studio · Android titles

ApexLogics

A Rawalpindi mobile studio with live Android titles, including Dino Hunter 3D and Bus Driving Simulator Game USA.

Project
Role
Game Producer at ApexLogics
Where
Rawalpindi
When
Mar 2026 – Oct 2026
What I built
  • 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.
Stack
UnityC#GitAI-assisted developmentShadersPlayer analyticsTeam training
Links

Store listings: Apex Fun Games and Novex Games.

03 / Agents

The fleet behind the studio.

Production agents sit inside a larger system I designed: one dispatcher, event and schedule triggers, one source of truth.

● OnTriggerJoy · AI automation system · 2026

A 24-agent operations fleet with one source of truth.

I designed and run the agent system that operates OnTriggerJoy and my own admin: a chat front door that delegates, standing routines for mail and money, an event-driven Slack listener with a watchdog, webhooks between two fleets, and one private GitHub repo that every agent reads first and writes back to with a verified commit.

16 of the 18 operational agents · own colour and symbol each · plus a 6-seat review council

24
Agents in production: 18 operational plus a 6-seat review council.
24 / 24
Remaining public Slack channels joined by the ops bot in one pass (25 in total), 0 failures.
2 of 2
Missed Slack messages found and replayed after a listener outage: all 39 bot conversations scanned.
● Designed & operated by me

OTJ agent fleet

Multi-agent automation for a small company: intake, routing, scheduled triage, event handling, records and approvals.

Project
Owner
OnTriggerJoy (my company)
Role
Architect and operator
Scale
24 agents · 4 trigger types · 1 system of record
Users
Internal: me and the OTJ team. No external clients claimed.
What I built
  • Routing: one dispatcher; every other agent has one job, explicit anti-jobs and its own write rules.
  • System of record: a private GitHub repo with a MAP entryway, a write path with SHA verification and secrets kept as vault pointers.
  • Event + schedule triggers: Slack Socket Mode listener, webhook wakes, weekday and weekly routines.
  • Human in the loop: release tokens, approval-before-send, confirm-before-obey on inbound webhooks.
  • Reliability: watchdog with self-repair, heartbeats, an atomic claim-and-dedupe drain, incident catch-up.
Stack
Grok Bot agentsGitHub Git Data APISlack Bolt (Socket Mode)WebhooksGmailGoogle Calendar1Passwordhere.nowHostinger
Links

Sources: bots/fleet/README.md and remits · docs/MAP.md · docs/ops/fleet-write-path.md · work/OnTriggerJoy/ops/slack.md + slack-drain-log.md. Private repo; architecture shown, contents not.

04 / Procedural roots

Generative systems before generative AI.

Procedural pets, terrains and shaders at Genopets, and the open-source rules I use for AI-assisted Unity code.

● iOS & Android · Monarch

Genopets

A free-to-play, move-to-earn mobile RPG. Your daily steps become Energy that levels up, evolves and customises a digital pet.

Project
Studio
Monarch (Genopets is its flagship)
Role
Lead Game Technical Artist (Shaders) and Developer (Procedural Systems)
When
Apr – Sep 2024 · Remote
Public figures
4.9★ from 2,970 ratings on the US App Store (9 Oct 2026)
What I built
  • Procedural pets and terrains: led the procedural generation of the Genopets themselves and the terrains they live in.
  • Custom shaders written from the ground up to lift visual quality while keeping rendering fast on phones, plus reusable tools and material workflows.
  • Gameplay systems in Unity / C#: data-driven pipelines and production-ready code, debugged and optimised across platforms.
Stack
UnityC#Custom shadersProcedural generationData-driven pipelinesMobile
Links

Sources: App Store listing (Monarch Nascent, Inc.) · genopets.me · Genopets YouTube · LinkedIn. Art © Genopets / Monarch.

Unity game development with AI, video thumbnail

Open source · YouTube2025

AI-assisted Unity, in public

Rules + tutorials

  • Open-source coding rules for AI pair-programming on Unity projects (naming and structure, plan-before-code, changelog and release discipline), and a two-part “Unity game development with AI” series.
Apples Gone Wild Simulator 2025: a procedurally grown apple tree with visible rootsSteam · Coming soon

OnTriggerJoyStore page live

Apples Gone Wild Simulator 2025

Solo development · second Steam page

  • Genetic sandbox: each tree grows procedurally from its genome, and the DNA is inherited and mutates across generations. Store page, screenshots, specs and AI-content disclosure set up on Steam.

UltPult Game Studio2017

In-house Unity SDK

Head of Game Development

  • Reusable extension classes, algorithms and plug-and-play components that cut studio development time from over a year to under three months per game. Trained the developers on GDDs, game design theory and MDA.

05 / What people say

From people I’ve worked with.

LinkedIn recommendations, quoted word for word.

Shahryar is an exemplary technical artist and was instrumental in helping us realize our ambitious vision for Genopets. From day 1, Shahryar made a strong impression and quickly became the backbone of our technical art department. He was always available, eager to deploy his vast experience to take on our wildest requests. Because of Sherry's commitment, world class communication skills, passionate ownership of the IP, we were able to consistently deliver a memorable experience to over a million players over the course of 5 years. With Sherry's help, we achieved a 67% D30 retention. Sherry always went above and beyond as a reliable and capable leader. We were honored to have him and he is a strong asset to any team.

Bradley ZaiaFounder at OmaruManaged Shahryar directly · Genopets · Oct 2025

It's rare that you come across standout talent like Shahryar Saqib. I had the pleasure of working with Shahryar at the Tintash Company, collaborating on several projects.

I was particularly impressed by Shahryar's ability to innovate game design ideas effortlessly and to solve complex programming problems. That skill often takes years to develop, but it seemed to come perfectly naturally to him.

As a team member, Shahryar earns my highest recommendation.

Syed Munim RazaEngineering Manager | Technical Product Manager (Games) at TintashSame team · Tintash · May 2020

Source: LinkedIn recommendations (read 9 Oct 2026). Titles are each person’s LinkedIn headline. Spelling and punctuation are unedited.

06 / Career timeline

Where it was built.

Mar 2026 – Oct 2026

Game Producer · ApexLogics

Rawalpindi

Moved the dev team onto AI-assisted, automated workflows; built Build Checker. Live Android titles including Dino Hunter 3D and Bus Driving Simulator Game USA.

Feb 2024 – Present

Founder · Game Producer / Lead Developer · OnTriggerJoy

Punjab, Pakistan · Remote

Academy to studio. Led Symphorix to Steam Early Access (July 2025). Designed and run the company’s AI agent fleet.

Apr 2024 – Sep 2024

Lead Game Technical Artist (Shaders) & Procedural Systems Developer · Monarch / Genopets

Remote · Genopets (flagship)

Procedural pets and terrains, custom shaders, Unity gameplay systems.

Mar 2020 – Mar 2024

Game Producer, Technical Domain Expert — Games · Tintash

Lahore · Remote

Lead PM + developer on Gamerize Dictionary; senior developer on Nail Salon 3D. Shaders, procedural systems, production coordination and mentoring.

Oct 2019 – Mar 2020

Principal Software Engineer → Technology Lead · OZI Technology

Lahore

Jan 2017 – Mar 2017

Head of Game Development · UltPult Game Studio

Lahore

In-house Unity SDK: studio development time from 1 year+ to under 3 months per game. Trained developers on GDDs, design theory and MDA.

Feb 2016 – Dec 2016

Lead Game Developer · Giant Fox Studios

Lahore / Remote

Led Unity development under Jaime Fraina; ported There’s Poop In My Soup to mobile.

2012 – 2014

Research Associate · APCOMS  /  Visiting Lecturer · University of Arid Agriculture

Contact

Let’s build the machine that builds the games.

Open to AI pipeline lead and dev-automation roles at game studios, remote from Rawalpindi (UTC+5).