Senior / Lead Unity Engineer

I build and stabilize complex Unity systems.

Production engineering across multiplayer, performance, memory, mobile, and complex interactive systems — with hands-on technical leadership from architecture through release.

Portrait of Zeeshan Qaswar
  • 7+ years of professional Unity development
  • Multi-year Lead ownership
  • Production Unity across iOS, Android & WebGL
  • Photon Fusion & PUN multiplayer
  • Engineering lead on a published spatial-cognition research platform

What I work on

Engineering for the parts of Unity projects that get difficult.

My strongest work sits beyond isolated feature implementation: architecture that has to evolve, assets that have to fit within device memory, multiplayer systems that must stay coherent under real network conditions, and production code that has to integrate without destabilizing the product around it.

Capability 01

Production Systems & Architecture

I design and own substantial Unity systems for long-lived products: modular feature boundaries, MVP-style UI architecture, services, interfaces, dependency injection, ScriptableObject-driven data, integration layers, and maintainable feature ownership.

Capability 02

Performance, Memory & Asset Lifecycle

I diagnose production bottlenecks with profiling rather than guesswork, then address CPU, memory, rendering, UI rebuilds, asset residency, Addressables lifecycle, asynchronous loading, LOD/culling, batching, and mobile-device constraints.

Capability 03

Multiplayer Systems

I have implemented production multiplayer systems with Photon Fusion and PUN2, covering authority models, tick-based input, replicated state, networked gameplay and AI, spawning, host migration, session resilience, and cross-client synchronization.

Capability 04

Technical Leadership & Integration

I stay hands-on while leading implementation: architecture decisions, task decomposition, mentoring, code review, stakeholder communication, and integration into existing production codebases. I have led teams of up to five developers and worked directly with international clients and domain experts.

Selected engineering case studies

Difficult problems, ownership, and the decisions behind the implementation.

These are not product galleries. Each case study focuses on what I personally owned, the constraints I was working under, and the engineering decisions used to move the system into production.

Development Lead · Photon Fusion · Multiplayer adaptation

G.I. Joe: Wrath of Cobra

Led a two-developer multiplayer adaptation of an existing action game using Photon Fusion, covering authority and tick-based input, networked player/AI state, spawning, host migration, and online-to-offline continuity.

Senior Software Engineer · Personalisation system

Pro Golf

Architected a production personalisation module that balanced large animated avatar content, API-driven inventory state, Addressables, progressive loading, memory residency, and perceived responsiveness across a live Unity product.

Production work

Additional production work

A selection of shipped and client work across multiplayer, platform services, mobile, and interactive products.

Solo developer · WebGL

Duel X

Solo-developed a 2–4 player WebGL math strategy game using Unity and Photon PUN2, implementing gameplay, AI, random matchmaking, turn synchronization, shared board state, PlayFab progression, and Firebase analytics/crash reporting.

Earlier projects

Other Unity products I have worked on. Links open the public store or video pages.

How I work

Hands-on engineering with technical ownership.

I am most effective in roles where I can stay close to the code while owning larger technical outcomes. I have led developers, reviewed code, mentored junior engineers, participated in hiring, broken requirements into implementation plans, made architecture decisions, managed releases, and worked directly with international clients, gameplay teams, producers, and research scientists.

I am comfortable joining an existing codebase, understanding its constraints, and deciding whether a system should be extended, isolated, optimized, or rewritten. The goal is not architecture for its own sake; it is to make the product easier to ship, operate, and evolve.

AI tools speed up my research, boilerplate, and documentation; architecture, review, profiling, and final engineering decisions stay engineer-owned.

  • Led teams of up to 5 developers
  • Architecture and implementation ownership
  • Mentoring and code review
  • Planning, estimation, and task decomposition
  • Direct international stakeholder communication
  • Hands-on through production and release

About

I build systems that have to survive production.

I’m a hands-on Senior / Lead Unity Engineer with experience owning production systems across games, multiplayer products, mobile applications, and scientific research software. My strongest work tends to begin where a project stops being straightforward: integrating a major capability into an existing codebase, diagnosing memory or performance failures, designing a feature that must evolve for years, or coordinating implementation across technical and non-technical stakeholders.

Over my career I have led developers and architected substantial Unity systems while remaining directly involved in implementation. Projects such as SPACE, G.I. Joe: Wrath of Cobra, and Pro Golf reflect different sides of that work — long-term product ownership, real-time multiplayer integration, and production architecture under memory/content constraints.

I’m continuing to deepen my systems, networking, and software-engineering foundations while building toward technical leadership, consulting, and eventually product ownership.

Experience

  • Mindstorm Studios Senior Software Engineer · 2025 – present
  • Tapfire Senior Software Engineer · 2024 – 2025
  • GenITeam Solutions Lead Programmer — 2023–2024 Senior Software Engineer — 2020–2023
  • OZI Technology Group Unity Engineer · 2019 – 2020

Education

  • University of Sargodha BS Computer Science