Player onlineStatus: open to senior roles
Save file 01

Muhammad
Usama Abid

Senior Game DeveloperTechnical Product Lead

I lead game products from prototype to launch — building gameplay systems, guiding technical execution, and keeping products fast, profitable, and alive after release.

7+
Years shipping
75+
Titles shipped
500M+
Player reach
12+
Squad members led
Scroll to load
SEC.01Selected work

Games and systems I helped ship.

Live titles, shipped categories, and case studies from the portfolio. More slots are being unlocked as materials are cleared for public sharing.

Block Buster - No Timer screenshot
Block Buster - No Timer icon
Puzzle / Hyper-CasualLive

Block Buster - No Timer

Published withLion Studios

A block-fitting puzzle game with thousands of handcrafted levels, precision controls, and a clean dark-mode experience. Shipped to iOS and Android with strong store ratings and 500K+ installs.

System focus: Custom level generator + deterministic solver + modular level pipeline + touch-input rig + ad/IAP integration + offline-friendly asset architecture
Core GameplayLevel GeneratorSolverLiveOpsSystem ArchitectureOptimizationLive Data & Backend Systems
Point Out: Color Escape screenshot
Point Out: Color Escape icon
Puzzle / LogicLive

Point Out: Color Escape

Published withLion Studios

A directional arrow-maze puzzle with thousands of handcrafted levels, boosters, and seasonal live events. 4.7 stars across 215K+ ratings and a top-25 board chart placement.

System focus: Deterministic arrow-solver core + booster system (hint, wand, eraser, grid scale) + live data and backend systems for events and pass progression
UnityC#PuzzleLive OpsLive Data & Backend Systems
Hexa Sort screenshot
Hexa Sort icon
Puzzle / MergeLive

Hexa Sort

Published withLion Studios

A hex-stacking sort puzzle with color-matching board play and a deep level ladder. 4.7 stars across 218K+ ratings on iOS and 10M+ installs on Android.

System focus: Live event scheduling + live data and backend systems for economy tuning + A/B tested progression and offer pacing
UnityC#Live OpsLive Data & Backend SystemsA/B Testing
Match Tile 3D screenshot
Match Tile 3D icon
Puzzle / Match-3DLive

Match Tile 3D

Published withLion Studios Plus

A relaxing triple-matching 3D tile puzzle with weekly object sets and a long level ladder. 4.8 stars across 95K+ ratings on iOS and 5M+ installs on Android.

System focus: 3D tile picking and tray-state gameplay core + booster and hint flows + live data and backend systems for event scheduling and economy tuning
UnityC#3D GameplayLive OpsLive Data & Backend Systems
Match 3D screenshot
Match 3D icon
Puzzle / Hidden ObjectLive

Match 3D

Published withMindstorm Studios

A hidden-object triple-matching puzzle with hundreds of themed object sets and a long-running level ladder. 4.8 stars across 970K+ ratings on iOS and 50M+ installs on Android.

System focus: 3D object picking and match-resolution core + booster and hint flows + live data and backend systems for event scheduling and economy tuning
UnityC#3D GameplayLive OpsLive Data & Backend Systems
Wool Out screenshot
Wool Out icon
Puzzle / UntangleLive

Wool Out

Published withMindstorm Studios

A color-sorting untangle puzzle where twisting wool threads have to be routed to matching bobbins. Hundreds of handcrafted levels shipped with boosters and live event content.

System focus: Thread-routing and collision-resolution gameplay core + procedural level generator + solver validation + booster flows + live data and backend systems for event scheduling and economy tuning
UnityC#PuzzleLevel GeneratorSolverLive OpsLive Data & Backend Systems
Core Gameplay & Live Ops
SEC.02Loadout

What I work with day to day.

01

Game Development

Core gameplay, systems, and content pipelines inside Unity. I build the loops, controls, and features players actually feel.

UnityC#Gameplay SystemsPhysicsUIAnimationLevel DesignLevel Scripting
02

Architecture & Integrations

Modular client architecture and third-party integrations that don't break when the product scales or the backend changes.

Modular SystemsPhotonFirebasePlayFabREST APIsSDKsAdsBackend Features
03

Product & Live Ops

The product layer: analytics, events, and tuning loops that keep a game alive and profitable after launch.

AnalyticsRetention DesignMonetizationLive OpsProduct IterationLive Data & Backend SystemsA/B Thinking
04

Platforms

Shipping across mobile, web, and PC. I know the platform-specific constraints and performance profiles that matter.

AndroidiOSWebGLPCVR/XR
05

Leadership

Technical direction for cross-functional teams: planning, mentoring, and delivering from concept through store release.

Technical PlanningTeam DirectionMentoringDeliveryCross-Functional Collaboration
06

Tooling & Workflow

The developer environment that keeps a team fast and a codebase clean. I treat tooling as a product, not an afterthought.

Git / GitHubRider / VSUnity ProfilerAddressablesCI / CDCode ReviewPackage Management
SEC.02.5Build notes

Problems solved, systems built.

Short technical logs from shipped work. These are the kinds of challenges I run toward — and the kind of fixes that stay in the codebase.

OPT-001

Cut mobile load time by ~40%

Problem: Build size and asset loading were killing first-session retention on low-end Android devices.

Approach: Reworked asset pipeline with Addressables, compressed texture formats per tier, and async scene loading.

Result: Load time dropped ~40%; first-day retention improved alongside better store-page conversion.

Log entry verified
SYS-002

Built a reusable live-events pipeline

Problem: Every seasonal event required a one-off backend integration and duplicated client code.

Approach: Designed a config-driven event system with Firebase Remote Config + PlayFab, plus a single client-side manager.

Result: Events went from weeks to days; designers could tune live events without client builds.

Log entry verified
ARC-003

Refactored combat into a modular state machine

Problem: Combat logic was scattered across MonoBehaviours, making iteration slow and bugs hard to reproduce.

Approach: Moved to a hierarchical state machine with clear input buffering, animation callbacks, and exposed tuning variables.

Result: Combat felt more responsive, tuning cycles shortened, and the team could add new moves without touching core systems.

Log entry verified
DEV-004

Standardized team tooling and review flow

Problem: A growing team was shipping with inconsistent code style, merge conflicts, and no profiling baseline.

Approach: Introduced GitFlow, code-review gates, Rider/VS settings, and automated profiling checkpoints in the build pipeline.

Result: Fewer regressions, faster onboarding, and predictable sprint velocity across 5–9 person squads.

Log entry verified
SEC.03Player stats

Numbers first, then the history.

0M+
Portfolio reach

Combined player reach across shipped and team-led game projects.

0+
Shipped titles

From first prototype to App Store, Play Store, and live operations.

0×
Revenue & session lift

Through better loops, live events, and product iteration.

~0%
Retention lift

Gameplay tuning, level design, and analytics-led changes.

30–40%
Performance gains

Optimization, compression, refactoring, and system tuning.

12+
Squad members led

Developers, artists, and cross-functional contributors.

Attributes

Where the points went.

Seven years of levelling: deep in engine work, sharp on product, and comfortable leading the people who ship it.

Unity / C#LVL 10

Gameplay systems, tooling, and scalable feature architecture.

Systems architectureLVL 9

Modular design, backend integrations, and multiplayer plumbing.

Live ops & productLVL 9

Analytics, remote config, monetization, and retention loops.

Performance tuningLVL 9

Frame time, memory, build size, and load-time optimization.

Technical leadershipLVL 9

Planning, direction, and delivery across cross-functional squads.

Achievements4 / 4 unlocked
2023 — Present

Senior Game Developer

8 Great Games

Trend-driven game development, product iteration, publisher collaboration, and team delivery.

LegendaryUnlocked
2020 — 2023

Senior Game Developer

Pegasus Studios

Led teams across multiple titles: SDK integrations, performance work, and complex product delivery.

EpicUnlocked
2018 — 2020

Senior Software Engineer

Dorac.app

Multiplayer virtual world — product systems, real-time features, Web3 integrations, team leadership.

RareUnlocked
2016 — 2018

Software Engineer

Finz Games

Combat mechanics, hyper-casual systems, engagement improvements, and optimized game experiences.

UncommonUnlocked
SEC.04Mission briefing

Four things I do on every product.

Objective 01 / 04
01
Build
Lead
Optimize
Operate
01

Build

Gameplay systems that feel right

Core loops, mechanics, controls, UI, progression, and scalable Unity features — prototyped fast, tuned until the feel lands.

Unity / C#Core loopsPhysicsUI systems
02

Lead

Execution that actually ships

Technical planning, architecture calls, team direction, and delivery across every product stage — from pitch to store page.

PlanningArchitectureTeam deliveryPublishers
03

Optimize

Faster, lighter, more profitable

Frame time, build size, memory, retention, session length and monetization — measured, changed, measured again.

PerformanceBuild sizeRetentionMonetization
04

Operate

The product doesn't stop at launch

Live ops, analytics, remote config, backend integrations, and content updates that keep players coming back.

Live opsAnalyticsRemote configBackend
SEC.05Continue?

Let's build serious game products.

Available for senior game development, technical leadership, product execution, and game/product optimization work.

m.usamaabid.ua@gmail.com
Open to senior roles