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Currently available for select engagements

Hire Unity Developer — C# gameplay, mobile-ready performance

Unity rewards developers who understand the engine, not just C#. Choosing URP versus HDRP decides your visual ceiling and mobile viability; the asset pipeline decides your build times and memory footprint; and mobile optimization — draw-call batching, texture budgets, IL2CPP builds — is where most Unity projects silently fail on real devices.

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. Comparing engines first? Read my notes on when to hire a game developer for Unity versus Unreal or Godot.

What You Get

Unity done the engine-native way

How It Works

From prototype to store-ready build

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

Why Omer

Why hire a Unity developer through a Fractional CTO

Unity projects usually fail on performance and pipeline discipline, not on missing features. I enforce the unglamorous parts — render pipeline decisions, addressables hygiene, profiling gates at milestones — so your game runs on players’ devices, not just in the editor.

You get engine-deep execution with producer-level oversight on budget and timeline. To talk through your Unity project, hire through me here with a short brief and your target platforms.

FAQ

Frequently asked questions

URP or HDRP — which render pipeline should we use?

URP for mobile, broad device reach, and faster iteration; HDRP for high-end PC and console visuals where fidelity is the selling point. Switching mid-project is expensive, so we decide from your targets upfront.

Can you optimize our existing Unity game for mobile?

Yes — optimization starts with profiling on real devices, then batching, texture budgets, LODs, and IL2CPP tuning against a defined frame-time budget. You get measured before-and-after numbers.

Do you work with our in-house artists?

Absolutely. A clean asset pipeline with Addressables and import presets lets artists work independently, with engineers handling integration rather than becoming a bottleneck for every asset drop.

How do you handle Unity version upgrades?

Upgrades are planned, not improvised: a branch, full regression on target devices, and package compatibility checks — because a surprise LTS jump mid-production breaks more than it fixes.

Can you take over a half-finished Unity project?

Yes, starting with a tech review of architecture, pipeline, and performance baseline. Rescue work means stabilizing foundations first, then building — in that order, always, without exceptions.

Currently available for select engagements

Build it right in Unity

Send your concept or existing project — I will assess the pipeline, performance risks, and what it takes to ship a store-ready build.