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I'm a software engineer in Lahore, Pakistan. I started with games and grew interested in the systems behind them. Today I build Unity multiplayer and VR experiences, web and mobile applications, and AI integrations.
I've worked with freelance clients since March 2023 and graduated with a BS in Computer Science from UMT in August 2026.
A few milestones: our team won first place in Game Development at GIKI SOFTCOM 2026, and THRESHOLD placed fifth among 200 teams at the Google Antigravity Mobile Game Challenge 2026.
| Project | What it explores |
|---|---|
| THRESHOLD | Procedural generation and AI-driven NPC decisions in a Unity game. |
| SOFTCOM game | Our team's award-winning Unity action platformer, with one-button controls and gravity switching. |
| NijiStream | A Flutter media app with JavaScript source extensions; my exploration of extension-based application design. |
| Unity Modular Inventory System | Reusable inventory systems with ScriptableObject item data and separate data, logic, and UI. |
Explore all projects and client-work summaries →
- Languages: C#, Python, JavaScript, TypeScript, HTML, CSS
- Games & VR: Unity, Netcode for GameObjects, Photon PUN 2, XR Interaction Toolkit, VR Interaction Framework, Final IK
- Web & mobile: React, React Native, Node.js, Express, MongoDB, Redis, Firebase
- AI & workflows: RAG, OpenAI API, Groq, Gemini, Git, GitHub, CI/CD
Experience — clients, studios, and product teams
- AI & Full-Stack Engineer Intern · Termnl Tech — Jun–Sep 2026. Helped build a RAG platform for querying connected data and uploaded documents, developed React Native features, and worked with the team on QA and debugging.
- Head of Game Development · Axiolink Game Studio — Apr–Jun 2026. Led development direction and team coordination for Unity projects, with hands-on C# engineering.
- Unity Developer · AstroApe Studios — Sep 2025–Apr 2026. Built real-time multiplayer features and optimized performance alongside artists and developers.
- Freelance Unity Developer · Fiverr — Mar 2023–Present. Build VR and multiplayer experiences around client goals.
How I work with AI — system design and implementation
For Antigravity for Unity, Unity MCP, ArcSmith, NijiStream, ZeroToCode, and CineStream, I designed the systems and used AI to write the implementation. I call these projects vibe-coded.
Directing that work has helped me become more confident with coding agents and AI development workflows.
Unity MCP is paused; I stopped development when Unity introduced its own MCP tooling.
I'm interested in software engineering roles across Unity and game development, full-stack applications, and applied AI.




