Unity Game Developer · C# Programmer · Lahore, Pakistan

I build games, not just code.

I'm Hasan, a Unity developer with 3+ years building gameplay systems, mechanics, integrations and complete playable experiences with Unity and C#. From a mechanic in your head to a build you can hold.

0years with Unity
0genre families
C#from mechanics to services

One engine. One language. Endless possibilities.

With Unity and C# I can approach different gameplay problems, mechanics, systems and genres while keeping performance, scalability and player experience in mind.


Scene / About

Who I am

I'm a Unity Game Developer from Lahore, Pakistan, with more than three years working with Unity Engine and C#. My focus has been on understanding how games actually work beneath the surface — gameplay logic, player interaction, physics, UI, systems, optimization, integrations and monetization.

How I approach a project

I take an idea and break it down into individual systems before turning those systems into a playable experience. Fast arcade mechanics, physics-driven gameplay, simulation systems, hypercasual loops, action gameplay or mobile-focused builds — each one is a technical problem solved through clean architecture and thoughtful gameplay programming.

gameplay programminggame systems unity physicsunity ui mobile buildsfirebase ads & monetizationanalytics optimization.net concepts
Scene / Journey

My journey with Unity

Five stages, in the order they actually happened — engine, language, systems, production, and the perspective that came out of all of it.

Stage 01

Learning the engine

Started with the fundamentals of how Unity puts a scene together: GameObjects, components, prefabs, transforms, cameras, colliders and rigidbodies, UI, animation, input and scene management.

Stage 02

Learning C# properly

Moved past wiring components together and went deep on programming — object-oriented design, interfaces, inheritance, encapsulation, events and delegates, collections, generics, LINQ, async work, coroutines and tasks, reflection, design patterns and code architecture.

Stage 03

Gameplay systems

Building complete systems rather than isolated scripts: player controllers, camera systems, enemy logic, game managers, level and progression systems, UI systems, save/load, physics interactions, input, spawning, object pooling and game state.

Stage 04

Production and integrations

Expanded into everything that surrounds a modern game: Firebase, advertisement SDKs, analytics and event tracking, monetization, player data, remote configuration, mobile integrations and performance work.

Stage 05

Versatile development

Today I work from a broader view rather than one genre: mechanics, then systems, then player experience, then performance, then monetization.


Scene / Skills

What I work with every day

Four things carry everything else: the engine, the language, the gameplay code and the way it's all structured.

01

Unity Engine

Three-plus years of practical development inside Unity — scenes, prefabs, physics, UI, animation and builds.

02

C#

A strong practical grasp of C# and object-oriented programming, used to shape systems rather than glue scripts together.

03

Gameplay programming

Mechanics and gameplay systems written from scratch — movement, combat, interaction, state, feel.

04

Game architecture

Structuring a project so systems stay separable, testable and cheap to change three months in.

Scene / Language

C# is my foundation

C# isn't just the scripting language I type into Unity — it's how I decide what a system is, what it owns, and how it talks to the rest of the game. Pick a concept to see how I use it.

Strong practical understanding of C# for Unity development — enough to build and debug the systems above, and still learning the parts of the language I haven't needed yet.

IDamageable.cs
// One contract, any object that can take a hit.
public interface IDamageable
{
    void TakeDamage(float amount, Vector3 point);
}

public class Enemy : MonoBehaviour, IDamageable
{
    [SerializeField] private float _health = 100f;

    public void TakeDamage(float amount, Vector3 point)
    {
        _health -= amount;
        SpawnHitFx(point);
        if (_health <= 0f) Die();
    }
}

// The weapon never needs to know what it hit.
if (hit.collider.TryGetComponent(out IDamageable target))
    target.TakeDamage(_damage, hit.point);
Scene / Unity

Inside the engine

The six areas a gameplay build usually lives in, and what I handle in each.

Gameplay

  • character controllers
  • movement
  • combat
  • interaction
  • mechanics
  • game states

Physics

  • rigidbody systems
  • collision detection
  • triggers
  • forces
  • physics interactions

Systems

  • managers
  • spawn systems
  • object pooling
  • save systems
  • progression
  • level management

UI

  • menus
  • hud
  • progress bars
  • buttons
  • game states
  • mobile interfaces

Input

  • keyboard
  • mouse
  • touch
  • mobile controls
  • custom input systems

Optimization

  • object pooling
  • efficient update loops
  • memory awareness
  • mobile performance

Scene / Genres

I don't build one type of game.

Give me a mechanic. I'll build the system behind it. Genre isn't the limitation — mechanics and systems are what matter.

Action

Combat, movement, enemies, weapons, abilities and responsive gameplay.

Simulation

Systems, resources, interactions, progression and state management.

Arcade

Fast mechanics, scoring, feedback loops and replayability.

Hypercasual

Simple controls, instant feedback, short loops and mobile optimization.

Puzzle

Logic systems, interactions, progression and level-based mechanics.

Racing

Vehicle movement, physics, checkpoints, racing logic and progression.

Physics

Rigidbody interactions, forces, collisions and emergent gameplay.

Casual

Accessible mechanics, UI, progression, rewards and monetization.

Interactive / Can I build it?

What kind of game are you thinking about?

Pick a direction and I'll show you the systems I'd start writing.

Yes — here's how I'd start.

Scene / Pipeline

How a mechanic becomes a build

The same eight steps every time, whether it's a weekend prototype or a full mobile project.

01

Idea

The concept or the core mechanic, stated in one sentence.

02

Design

Break that mechanic down into the systems it actually needs.

03

Prototype

Build the core loop and find out whether it feels good yet.

04

Systems

UI, progression, physics, enemies, levels, save data.

05

Integration

Firebase, ads, analytics and the services around the game.

06

Polish

Feedback, animation, sound hooks, game feel, UX.

07

Optimization

Frame time, memory and stability on real devices.

08

Build

Prepare the final playable build and ship it.


Scene / Services

Beyond gameplay

A modern game is more than its gameplay code. I can integrate the services that connect the game to the wider ecosystem.

Firebase

Integrating Firebase into Unity projects — analytics, remote configuration, player data, event tracking and backend-connected functionality.

Advertising

Advertisement SDK integration: rewarded ads, interstitials, ad callbacks and the monetization flows around them.

Game analytics

Measuring what players actually do — events, sessions, engagement, retention concepts and monetization events feeding back into design.

Scene / Mobile

Built with mobile in mind

Mobile games have different constraints. Touch input, screen sizes, performance, memory, loading times, monetization and retention all change how a game should be designed — not just how it's ported.

Touch controls

Input built for thumbs, not remapped from a keyboard.

Mobile UI

Layouts that survive every aspect ratio and safe area.

Performance

Lightweight systems, pooled objects, disciplined update loops.

Live services

Ads, analytics, progression and fast loading on real devices.

Scene / Capabilities

What I can build

Gameplay

  • player controllers
  • combat systems
  • movement
  • interaction
  • enemy logic
  • weapons
  • abilities
  • health
  • game states

Systems

  • level systems
  • progression
  • save / load
  • object pooling
  • spawning
  • inventory
  • currency
  • rewards

Mobile

  • touch controls
  • mobile ui
  • ads
  • firebase
  • analytics
  • performance

Polish

  • ui animation
  • gameplay feedback
  • camera effects
  • game feel
  • juice
  • transitions

Scene / Philosophy

How I think about game development

01

Mechanics first

A game should feel good before it looks impressive.

02

Systems should be understandable

Clean code makes iteration faster — and iteration is what makes games good.

03

Performance matters

Especially on mobile. Every system has a cost, and something has to pay it.

04

Player experience comes first

Technology exists to serve gameplay, never the other way round.

05

Build, test, improve

Game development is iterative. The first version is a question, not an answer.

Scene / Mindset

Behind the Inspector

I like understanding what's happening behind the Inspector.

When a system behaves unexpectedly, I want to understand why.

When performance drops, I want to identify the bottleneck.

When a mechanic feels wrong, I break it into smaller systems and rebuild it.

That's the mindset I bring to game development.

Scene / Portfolio

The work is coming. The skills are already here.

I'm currently building my public portfolio. Rather than filling this site with fabricated case studies, I'd rather let my technical understanding, development approach and this page itself speak for me.

Build interesting games. Solve difficult gameplay problems. Keep learning. Keep shipping.

Scene / Stack

Development stack

Unityengine
C#language
Firebasebackend services
Analyticsplayer behaviour
Ad SDKsmonetization
Gitversion control
Visual Studio / Rideride
.NETconcepts
Scene / Next

What I'm building toward

My long-term goal is to keep developing increasingly ambitious games and eventually expand from mobile-focused development into larger PC and Steam projects.

I want to keep improving not only as a programmer, but as a complete game developer who understands mechanics, systems, optimization, monetization, player experience and production.

Have a game idea?

Let's turn the mechanic in your head into something playable.

sherwaani3688@gmail.com Lahore, Pakistan Open to projects and collaborations