Available to hire
I’m a Technical Director and Senior Unity Developer with 8+ years of experience designing, shipping, and scaling games across mobile, PC, and multiplayer platforms. I excel at turning creative vision into robust, scalable technology, leading engineering teams, and delivering live-ops at scale. I’m comfortable as both an individual contributor and a technical leader, and I’m open to remote roles and relocation.
Skills
Language
English
Fluent
Work Experience
Technical Director at FlyCow Games
June 1, 2025 - PresentOwn the full technical roadmap — architecture decisions, engineering standards, and delivery across the organisation. Lead and mentor a distributed team; run design reviews, 1-on-1s, and drive code-quality culture. Architected Unity Addressables pipeline (remote delivery, memory management, content versioning) and defined 2D/3D/UI component standards. Introduced CI/CD workflows (GitHub Actions) and automated test suites, reducing build-failure rate by ~40 %. Drive game feature development end-to-end — system design through implementation, iteration, and live deployment.
Tech Team Lead at FlyCow Games
October 1, 2024 - May 1, 2025Managed day-to-day feature delivery and bug-fix cycles for the engineering squad. Championed clean code and reusable component design; reduced critical bug backlog by 60 % in two sprint cycles. Enforced performant asset budgets across 2D sprite atlases, 3D model LODs, draw-call limits, and Addressables group configurations. Collaborated daily with designers and artists to translate creative visions into polished, performant game experiences.
Lead Game Developer at FlyCow Games
January 1, 2024 - January 1, 2025Designed and shipped core gameplay features across 2D and 3D scenes, sustaining 60 fps on mid-range mobile targets. Built a comprehensive reusable UI component library (uGUI + custom editor extensions), reducing UI dev time by ~30 %. Implemented Unity Addressables for all dynamic content (levels, UI assets, VFX), enabling hot-patching and remote content delivery. Designed a modular live-ops event framework supporting seasonal content drops without app-store resubmissions. Integrated Firebase Analytics funnels to inform data-driven design decisions for retention improvements. Used AI-assisted development (Claude) to accelerate gameplay prototyping and system scaffolding.
Game Developer / Game Systems Architect at Freelance / Independent
January 1, 2023 - March 1, 2024Architected reusable 2D/3D component frameworks (inventory, quests, economy, progression) across three client projects. Built Unity Addressables pipelines from scratch — asset bundling, remote catalogues, runtime loading — reducing memory overhead ~25 %. Designed canvas-based UI systems with animated transitions, content-server integration, and designer- friendly editor tooling. Developed custom shaders and VFX particle systems to elevate visual polish across shipped titles. Built and shipped custom multiplayer backends (Nakama, PlayFab) supporting 5k+ concurrent users.
Lead Game Developer at Advisory Apps (Malaysia)
January 1, 2023 - March 1, 2024Led a team of 5 developers; owned technical design docs, sprint planning, and code-review culture. Designed full UI system architecture — responsive canvas layouts, animated screen flows, and localisation across iOS and Android. Integrated AppLovin MAX ad SDK and PlayFab for authentication, leaderboards, cloud saves, and live- ops scheduling. Profiled and resolved CPU/GPU bottlenecks on 2D rendering and 3D scene overdraw, improving stability on low-end devices. Scaled a live mobile game post-launch using Addressables-backed content updates, remote config, and A/B testing.
Game Developer → Software Engineer II at Ulka Games Ltd / Moonfrog Labs (Stillfront Company)
February 1, 2020 - August 1, 2022Shipped and iterated on gameplay features for a live mobile title with 1 M+ daily active users. Built and maintained core gameplay systems — 2D UI flows, in-game economy, matchmaking, and tournament flows. Owned Unity Addressables configuration, asset-group strategies, and remote catalogue management across live updates. Built and maintained the in-game UI system (uGUI) with custom editor extensions to accelerate designer workflows. Achieved ~15 % frame-time improvement on mid-range Android through targeted CPU/GPU profiling and rendering optimisations. Integrated Firebase Analytics with custom event funnels to inform A/B testing and feature rollout decisions.
Senior Gameplay Programmer at Alienide Interactive
February 1, 2019 - November 1, 2019Owned gameplay feature development and 2D sprite-animation systems for a shipped mobile title. Built custom Unity editor extensions to streamline level-design and prefab-configuration workflows. Implemented AI behaviour trees and physics-driven mechanics; mentored junior Unity developers.
Gameplay Programmer at Alienide Interactive
December 1, 2017 - February 1, 2019Shipped first professional mobile game — built 2D sprite systems, uGUI interfaces, and core gameplay mechanics in Unity/C#. Grew rapidly through OOP, design patterns, and Unity engine fundamentals; promoted to Senior within 14 months.
Education
Bachelor of Science in Computer Science & Engineering at University (Bangladesh)
January 11, 2030 - April 20, 2026Qualifications
Industry Experience
Gaming, Software & Internet, Media & Entertainment, Professional Services
Skills
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