Unity & XR Developer with 6+ years crafting real-time systems, AR experiences, and large-scale interactive worlds — from multiplayer FPS to industrial AR at Bosch.
I'm a Unity & XR Developer with 6+ years of experience building everything from multiplayer FPS games to industrial AR training apps. I specialize in scalable Unity architecture, performance optimization, and shipping polished products across mobile, AR, and WebGL platforms.
Currently at Zaubar in Berlin, I build WebAR storytelling experiences and prototype AI-driven spatial agents. I'm also pursuing my Master's in AI at Brandenburg University of Technology, exploring the intersection of game systems and machine intelligence.
I speak English fluently and I'm actively learning German (A2).
The tools and technologies I use to bring ideas to life.
Where I've worked and what I've built.
Building WebAR storytelling with Unity AR Foundation, Vue, and Directus CMS. Designing modular XR interactions and prototyping AI spatial agents with RAG and computer vision. Shipped native Unity plugins for Android, iOS, and Web with HLS playback.
Built AR industrial applications using URP shaders, robust lighting, and ARKit/ARCore fallbacks. Created Unity editor tools for asset alignment and anchor debugging. Profiled CPU/GPU and memory to cut frame costs. Streamlined Blender→Unity pipeline with Addressables.
Delivered stylized shaders, combat VFX, and scalable render paths hitting frame budgets across diverse mobile devices. Built artist-friendly editor tools and standardized UI/gameplay animation. Mentored engineers through code reviews and shared libraries.
Built modular gameplay and event-driven C# systems with unit tests. Cut load times via profiling and async scene streaming. Added analytics and A/B testing to guide balance and retention decisions across multiple mobile titles.
Crafted shaders, post-processing, and rendering pipelines for low-end hardware. Automated import/setup pipelines and authored VFX and animation graphs across multiple game projects.
Games, AR experiences, and real-time systems I've built.
Multiplayer FPS with Photon networking, physically based lighting, modular weapon VFX, recoil systems, and auto-LOD tools. Optimized for stable frame pacing on mid-range hardware with decals, fog volumes, and URP materials.
Massively multiplayer RPG with quest/dialogue tools, spell FX, shader-driven fog, animated UI widgets, and designer-friendly Timeline content workflows.
Cel-shaded adventure with stylized water, cinematic camera logic, interactable shaders, and puzzle systems built with Timeline curves.
Large-area AR exploration with GPS anchoring, surface detection, responsive outdoor UX, and event-bus architecture for modular features.
3D RPG action game with sword trails, combo FX, layered animation controllers, blend trees, and a scalable HUD with scriptable events.
Multiplayer survival with procedural weather, ECS architecture, runtime lighting tools, biome blending, and designer-ready FX presets.
Brandenburg University of Technology (BTU), Cottbus, Germany
University of Engineering & Technology, Lahore, Pakistan
I'm actively looking for full-time software engineering roles in Unity, XR, and real-time systems. If your team is building immersive products and needs a developer with 6+ years of hands-on experience — I'd love to hear from you.