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Currently available for select engagements

Hire Game Developer — playable builds, tuned performance, shipped titles

Games live or die on feel: a tight game loop, consistent frame pacing, invisible loading. Choosing between Unity, Unreal, and Godot shapes your budget and performance ceiling from day one — and most indie projects fail on scope creep or a performance budget nobody defined.

15+
Years Experience
100+
Projects Delivered
6
Countries Served
$25M+
Revenue Enabled

I'm Omer Muneer Qazi, a Dubai-based Fractional CTO & Solutions Architect with 15+ years of experience and 100+ projects delivered across 6 countries. Building specifically in Unity? You can hire a unity developer for engine-deep expertise on that stack instead.

What You Get

Games scoped to ship, not to stall

How It Works

From concept to store listing

A structured engagement with no surprises — you’ll always know what’s happening and what’s next.

Why Omer

Why hire a game developer through a Fractional CTO

Game projects die from scope creep and engine mismatch more than from bad code. I keep production honest: a vertical slice before full budget, performance budgets from the first milestone, and an engine choice matched to your team — so you ship a finished game, not an impressive tech demo.

I review builds like a producer, not just an engineer — is it fun, does it run, will it pass certification. If you have a concept worth testing, tell me about it and we will scope the slice.

FAQ

Frequently asked questions

Unity, Unreal, or Godot — which should we choose?

Unity fits most mobile and indie projects with its hiring pool and tooling; Unreal suits high-fidelity 3D where visuals are everything; Godot works for small teams valuing open source. We match the engine to your game.

How much does it cost to develop a game?

I do not quote blind numbers — scope decides everything. A polished vertical slice is the right first budget; it proves the concept before you commit to full production costs.

Can you build for mobile and PC at once?

Yes, with one codebase and per-platform performance budgets — but each platform adds certification and tuning work. We prioritize your launch platform and stage the rest.

Do you handle publishing to app stores?

Yes — build pipelines, store listings, age ratings, and certification requirements are part of delivery, so launch day is execution rather than discovery of store rules.

What if our game idea changes mid-production?

It will — that is why we build the vertical slice first and keep systems data-driven. Changes to tuning and content stay cheap; we protect you from changes that require re-architecture.

Currently available for select engagements

Scope your game build

Describe your concept, target platforms, and timeline — I will give you an honest read on engine choice, scope, and what a vertical slice takes.