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Fractional producer · 2–3 days a week

A senior producer,part-time.

Plug in a producer who owns the plan, unblocks the build and leaves a clean record, two or three days a week.

Four years as Game Producer and Technical Domain Expert at Tintash, lead PM on a shipped client app, founder-producer of a Steam Early Access game, and this year Game Producer at ApexLogics, where I moved the team onto source control and AI-assisted workflows. I already run my own company asynchronously, through agents and one written record.

Rawalpindi, PakistanUTC+5Fractional · 2–3 days a week

● Producer · hands-onRawalpindi · UTC+5
4 yrs
Game Producer and Technical Domain Expert at Tintash (Mar 2020 – Mar 2024)

CV · LinkedIn

2,000+
Organic users early on for Gamerize Dictionary, which I led

Tintash case study

1 Jul 2025
Symphorix into Steam Early Access, as founder-producer

Steam app 3363570

Team
A studio team moved onto source control and AI-assisted workflows

ApexLogics, 2026

01 / How I work

Producer time that compounds.

The pattern behind the case studies below, and what a fractional week with me covers.

How I run production

The pattern behind every case study on this page.

Plan

Single owner per itemOne front door, one owner per task, open questions written down instead of guessed.

Build

Unblock hands-onI read the code, fix the build, write the tool, so the plan survives contact with the project.

Gate

Explicit releaseNothing ships or sends without a locked plan and an OK.

Record

One source of truthDecisions, assignments and releases in one record the whole team can read.

Pattern drawn from the Apex workflow change, the Symphorix ship and the OnTriggerJoy agent fleet below.

Offer · weekly

PlanPriorities, owners and open questions, written down.

Offer · on your days

UnblockHands-on with the build, the tools and the people.

Offer · always

RecordDecisions and releases in one place your team can read.

The three “offer” boxes describe the engagement I propose, not past results. Results are in the case studies.

02 / Producer record

Teams and products I have run.

Client delivery, my own studio, and process change inside a studio.

● iOS & Android · Tintash for AAS Press

Gamerize Dictionary

A gamified Japanese–English learner dictionary for kids: four word mini-games inside a kingdom-building game, with spaced-repetition reviews and child speech recognition.

Project
Studio
Tintash, for client AAS Press (Hyogo, Japan)
Role
Lead project manager & developer
Platform
iOS & Android (Japan) · web teacher portal
Public figures
2,000+ organic users and 500 daily sessions early on (Tintash case study) · 10K+ downloads on Google Play (9 Oct 2026)
What I built
  • Lead project manager and developer for client AAS Press (Hyogo, Japan), on iOS and Android.
  • Speech recognition pivot: when native device speech APIs fell short for young Japanese learners, the product moved to Soapbox Labs child speech recognition.
  • Four mini-games feeding a kingdom-building meta game, with “review monsters” that drive spaced-repetition reviews.
  • Teacher portal scope: teachers assign word “adventures” to classes and track progress.
Stack
UnityC#MobileSpeech recognitionSpaced repetitionEdTech
Links

Sources: Tintash case study · gamerize-dictionary.com · App Store & Google Play listings · LinkedIn. Screens © AAS Press / Tintash.

● 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
  • Concept to Steam: design, engineering and production from the first public reveal (Nov 2024), through a demo in the Next Fest window, to Early Access on 1 Jul 2025.
  • Academy to studio: taught C# for games and game design to 14 students, then turned the academy into the studio.
  • Store and community: Steam page, four trailers, Early Access notes with a full-release plan, Discord and Reddit feedback loops.
  • Systems: the music-driven procedural core in C#, where enemy waves spawn from the 12 notes of each song.
Stack
UnityC#VFX GraphProcedural generationAudio-reactive systemsSteamworks release
Links

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

● 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 / Async by design

Built to run when I am not in the room.

My own company runs through gates and agents I designed. Part-time works because the record is always current.

Release gates I designed for a multi-agent workflow

The same discipline I bring to a production pipeline: a single owner per step, a locked plan, an explicit release, and a log.

Intake

Front doorOne dispatcher hears the request in plain English and names the owner.

Plan

PlannerFinds, scores and drafts a packet. Open questions are listed, never guessed.

Inventory

Read-only passExecutor records every form field’s exact wording. No typing, no submit.

Release

Locked packet + release tokenThe token is the packet’s commit SHA. Nothing runs without it.

Execute + log

Fill only from the packetFull field→value log; STOP means verify and report the real state.

Source: bots/fleet/jobs.md and my-life-manager.md (Workflow V3, 02/10/2026).

● 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 / 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.

05 / Career timeline

Where it was built.

Mar 2026 – Oct 2026

Game Producer · ApexLogics

Rawalpindi

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

Two or three days a week, fully owned.

Open to fractional producer engagements of 2–3 days a week, remote from Rawalpindi (UTC+5). Email works best.