Lahore, PK · Currently shipping at Game District

Lead Unity Engineer with AI expertise.

Principal Software Developer with 15+ years building mobile games played by millions. Shipped with publishers like DeNA Japan and Deca. Currently architecting AI-augmented engineering workflows that move teams faster.

● Online Ghulam Mohyuddin
Ghulam Mohyuddin Technical Lead · 15 yrs
Active
500K+ downloads, flagship RPG
13+ titles shipped
0+ years
Shipping mobile
games at scale
0+ titles
Across genres,
platforms, publishers
0K+
Downloads
flagship RPG title
0.5★
Avg store rating
across portfolio
// Selected work · 2010 — 2025

Games played
by millions.

Thirteen titles across three categories — idle progression games, action and RPG titles, and hyper-casual hits. Shipped to App Store, Play Store, and publishers across three continents.

Idle games / 03

Progression · automation · economy
Hover to play Licensed · 2024 AEW: Rise to the Top gameplay
→ 001 · Licensed wrestling RPG

AEW: Rise to the Top

Idle wrestling RPG · superstar progression · automated combat · team strategy

unity idle rpg licensed combat
Hover to play Licensed IDLE Crime gameplay
→ 002

IDLE Crime

Mafia empire builder · territory control · turn-based combat

unity idle rpg strategy
Hover to play Licensed IDLE Golf gameplay
→ 003

IDLE Golf

Idle golf simulation · collection · upgrades · embedded mini-golf mode

unity idle simulation

Action & RPG / 03

Combat · multiplayer · liveops
Hover to play Publisher: Deca Zombie Catchers gameplay
→ 004

Zombie Catchers

Action title · LiveOps support · trap mechanics · AI behavior

unity action liveops
Hover to play Multiplayer Blades of Battle gameplay
→ 005

Blades of Battle

Online action RPG · server logic ported to client · real-time PvP

unity rpg multiplayer pvp
Hover to play Solo build Action Rogue Adventure gameplay
→ 006 · Built solo

Action Rogue Adventure

Archero-inspired rogue-like · combat framework from scratch · procedural rooms

unity rogue-like full-stack

Hyper casual / 07

Fast loops · simple mechanics · high replay
Hover to play Trick or Treat gameplay
→ 007

Trick or Treat

Zombie survival · AI pathfinding

stealth ai
Hover to play Master Robber gameplay
→ 008

Master Robber

Stealth · mini-game system · AI detection

stealth mini-games
Hover to play Catch the Suspect gameplay
→ 009

Catch the Suspect

Reflex-based · crowd spawning · UI feedback

reflex casual
Hover to play Gear Kill gameplay
→ 010

Gear Kill

Physics puzzle · mechanical chains · gear interactions

puzzle physics
Hover to play Sky Rails 3D gameplay
→ 011

Sky Rails 3D

Roller-coaster sim · pickup mechanics · dynamic path rendering

3d simulation
Hover to play My concept Vacuum Block Collector gameplay
→ 012 · Originated

Vacuum Block Collector

My core concept · vacuum mechanic · dynamic block collection

unity concept 3d
Hover to play Multiplayer Pass the Bomb gameplay
→ 013

Pass the Bomb

Multiplayer party · real-time sync · timer mechanics

multiplayer party
// Career · 2010 — present

Fifteen years,
three chapters.

From early-iOS Cocos2dx games to leading Unity SDK architecture and AI-augmented engineering. Each role built on the last.

Nov 2025 → present

Game District Current

Technical Lead · Core Team

Leading SDK integrations, developer tooling, and technical practices across 24 Unity game studios. Building AI-augmented internal tools that compound team velocity — Slack agents, code review automation, and knowledge retrieval systems.

unity sdk architecture ai engineering team leadership
Oct 2014 — Oct 2025 11 years

Revolving Games

Senior → Principal → Staff Engineer

Eleven years of progression from Senior to Staff. Shipped a flagship RPG title with 500K+ downloads and 4.5★ rating, led 7-person teams through complete game development cycles, and architected combat systems, monetization economies, and Spine animation pipelines. Sustained 95%+ sprint velocity across milestones.

unity c# spine applovin firebase team lead
2010 — 2014 4 years

GameView Studios

Game Developer · Mobile

Early career building top-grossing mobile titles in the first wave of iOS gaming — Tap Ranch, Dream Ranch, Wonder Cove farming sim trilogy in Objective-C, plus Cocos2dx work for DeNA Japan including Time Teams card battler. The era where mobile game architecture was being invented in real-time.

cocos2dx objective-c c++ ios early era
// AI Engineering · Practice

AI as leverage,
not as a demo.

Most engineers stopped at "ChatGPT helps me write code." I went further — architecting production AI agents, building MCP servers, designing knowledge retrieval pipelines. Real engineering workflows, shipping every day.

→ 01

LLM API integration

End-to-end agent design. Prompt engineering, tool use, structured output, multi-turn flows.

→ 02

MCP server architecture

Model Context Protocol servers exposing internal knowledge. Production-ready, not demos.

→ 03

Multi-model fallback

Production agents need uptime. Primary model with silent fallback chains.

→ 04

Knowledge retrieval

When embeddings beat keyword search and when they don't. Engineering merit, not hype.

→ 05

Slack & Chat agents

Bots that act like senior engineers. Answers, standups, tickets, learning on the job.

→ 06

AI-augmented review

Static analysis catches issues at PR time. AI suggests fixes. Humans control the merge.

~/ ask-ghulam — interactive
you → How would you optimize a Unity game running 30fps on Android?
gm →
// Operating principles

How I work.

Six rules I've earned the hard way. They show up in every codebase I touch and every team I lead.

→ 01

Pragmatic over pure.

Theory is fine; shipping is the point. I prefer low-overhead solutions that update without new builds. Remote Config beats redeploys, every time.

→ 02

Tooling compounds.

One hour saved daily across a 10-engineer team is a full-time hire's worth of output per quarter. Build the tool. Even if it feels like overkill on day one.

→ 03

AI is leverage, not magic.

AI is a tool I direct, not an oracle I trust. The interesting work lives in the prompt design, the context curation, the evaluation — not the API call itself.

→ 04

Lead and build.

Most engineering leads stop writing code. I never did. The two roles compound — I lead better because I still ship, and I ship better because I lead.

→ 05

Direct, kindly.

Engineers grow when they hear what they actually need to hear. I don't dress it up. I also don't make it personal. Code review is craft, not character study.

→ 06

Quality has a UX.

Internal tools deserve the same polish as customer-facing ones. If it feels rough, no one uses it. If no one uses it, it doesn't exist.

// Stack & tools

What I work with.

Fifteen years of accumulated tooling. The featured items are where I have the most current depth.

Unity C# LLM APIs MCP C++ Objective-C Cocos2dx Spine Python JavaScript Apps Script Node.js Firebase Remote Config GameAnalytics AppLovin AdMob Unity Ads Photon PlayFab Jenkins GitHub Actions Jira Git / LFS Xcode Android Studio
// Open to senior roles · Available now

Let's build
something great.