Bad Girls Wrestling Game
C#, Unity
Playable work, shipped ideas, and experiments from the build queue.
Gamivision
Nov 2025 - Present
As Senior Unity Developer and Tech Lead at Gamivision Studio, I own the architecture and technical direction across multiple simultaneous live mobile titles. I define scalable gameplay frameworks, enforce code quality standards, and drive performance optimization decisions studio-wide. Working closely with designers and artists, I bridge creative vision and engineering execution — ensuring every system shipped is robust, maintainable, and built to scale. This role reflects my ability to operate at both a strategic and hands-on technical level simultaneously.
Raven Games
Jul 2024 - Oct 2025
At Raven Games, I served as sole developer and tech lead on two titles. For Car Trade Dealership Simulator, I architected the entire game from scratch — designing a full business simulation economy (acquisition, pricing, repair, upgrade, and reinvestment loops), building a GTA-style open-world interaction layer, and optimizing aggressively for low-end Android devices, resulting in 5M+ downloads and a 4.1★ rating. On Superhero Grand Battle, I engineered a fully responsive 3D flight system, a hybrid melee/ranged combat engine, configurable boss encounters, and a pioneering animation layer architecture separating flight, combat, and locomotion — all delivered as the sole developer.
Gaminators Group
Feb 2024 - Jun 2024
During my contract at Gaminators Group, I delivered production-ready gameplay systems across multiple simulation and hyper-casual mobile titles under fast-paced sprint cycles. I implemented core player controllers, gameplay mechanics, and UI integrations across different codebases with minimal ramp-up time — demonstrating the ability to context-switch across live productions without compromising quality or deadlines.
Finz Games
May 2023 - Dec 2023
At Finz Games, I made direct, measurable contributions to live titles with millions of players. On Bad Girls Wrestling Game — which surpassed 10M downloads and holds a 4.3★ rating — I added two fully playable fighters with custom combo animations and designed a daily reward system that retained 22,000 daily active users. I also built a Cinemachine-driven cutscene pipeline that elevated storytelling quality across the game. Additionally, I developed PRO Wrestling Fighting Game from the ground up, engineering tag-team combat, multi-fighter mechanics, and a complete career mode progression system.
BS IT in Information technology
2019 - 2023
I earned my Bachelor’s degree in Information Technology from Bahria University, where I built a strong foundation in software engineering, programming, system design, and interactive application development. During my academic journey, I focused heavily on game development, gameplay systems, and AI-driven mechanics, which ultimately shaped my professional career path in the gaming industry. Alongside my coursework, I developed multiple practical projects using Unity and Unreal Engine, including a complete third-person combat game prototype built entirely from scratch in Unreal Engine. My university experience strengthened both my technical problem-solving abilities and my understanding of scalable software architecture, teamwork, and production workflows. Beyond academics, my learning philosophy has always been hands-on and product-oriented — continuously experimenting, building, and refining real-world systems that translate directly into production-ready game experiences.