Sheeraz KhanLead Game Developer
Initializing Experience 0%
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5+Years in Development
10+Games on Stores
4Platforms Shipped

Summary

Game developer since 2021 in Unity and C#, shipping on Meta Quest, Android and iOS. Lead developer of CricketX and BaseballX at XRev Studio, with a team of 10 engineers on one codebase. Strongest on gameplay systems, game feel, performance, automated testing and taking a game from first idea to store release.

Professional Experience

XRev StudioLead Game Developer
Jan 2023 – PresentLahore, Pakistan

Joined as Game Developer and promoted to Lead after 3 months.

  • Lead development of CricketX and BaseballX, VR batting trainers on the Meta Horizon Store built in Unity 6 and C# (URP, OpenXR, Meta XR SDK), used by clubs and academies in Pakistan, Canada, Australia, the UK and more.
  • Built the core of CricketX myself: ball flight and a custom bat-to-ball collision system (Unity colliders tunnel at real bat speeds), the session system, the in-headset UI Toolkit screens and the online layer on Firebase Auth, Firestore, Remote Config and Crashlytics. I still do most of the gameplay work, fixes and improvements, with a team of 10 engineers building alongside me on one codebase.
  • Designed the data-driven content system: historical scenarios, challenges and batting drills ship as signed, versioned data with one-step rollback, no app release needed.
  • Own the main branch and every production build: Quest build automation, device stress checks on a real headset before release, the team’s branching and release-note rules, and Unity Test Framework suites for the session core, body tracking and the Firebase outbox (260+ test files).
  • Built most of cricketx.net in React (Stripe subscriptions, academy accounts with roles and seats, an admin dashboard cut from about 1,500 database reads per load to 3) and all of xrevstudio.com, a card-deck site whose hero bowls and pitches balls through a custom canvas physics engine.
Game DistrictGame Developer
Jan 2022 – Jan 2023Lahore, Pakistan
  • Built gameplay, UI and levels in Unity and C# for idle tycoon and puzzle games on Android and iOS, including My Dream Burger, My Dream School and My Dream Mall (5M+ downloads each).
  • Finished 11 of 12 playable test games in 2.5 months (target: 10 in 3), then moved onto core architecture for production titles.

Unity training program, GameTrain · Sep – Dec 2021. Three months of Unity and C#. It led straight to the first studio role.

Personal Projects

Games I design, build, test and release myself, evenings and weekends, with no funding or publisher.

  • Grid Patch (Google Play, Meta Quest) Logic puzzle with 1,000 generated levels. A solver and validator check each one for solvability, a human-style reasoning path and the difficulty its tier demands, so generated levels read as hand-made (one rebuild logged 573,807 attempts); then an endless mode. One codebase for phone and Quest; rules, solver and level builder run outside the engine under tests.
  • Arrow Jam (Google Play, Meta Quest) Tap-away logic puzzle with 1,000 generated levels, each audited to be solvable, fill its picture and lock deeply enough for its difficulty tier, with failed levels rebuilt from a new seed; then an endless mode. UI built in code with four live themes, sounds synthesised in code, hand or controller play on Quest at full refresh rate.

StackUnity 6 · URP on Quest · AdMob, AppLovin MAX and Unity IAP · Unity Test Framework (160 test files) · AI-assisted workflow