PlayKit
LUNA PLAYABLE CONVERTERDrop in a Luna export and get a ready-to-upload package for 20 ad networks, each checked against that network's size cap and format. A built-in simulator plays the build and logs every CTA click before anything ships.
Unity 3D Game Developer. I build hybrid casual and puzzle games, and the playable ads that sell them — creatives that pass network review the first time.
That's Me!
The reason my playables convert is that I build the games too. I know which thirty seconds are worth showing.
Every one runs live in the browser, exactly as it does in the network. Nothing loads until you tap it.
Browser tools I wrote to speed up playable production: convert, check and tune builds without reopening Unity.
Drop in a Luna export and get a ready-to-upload package for 20 ad networks, each checked against that network's size cap and format. A built-in simulator plays the build and logs every CTA click before anything ships.
Pick a hook, then tune levels, categories, tile colors, the tutorial hand, CTA and end card without touching code. Every change previews live on real device sizes, and each variant saves as its own playable.
Full titles in Unity, from core loop prototype through to live release. Systems design, progression and retention mechanics that keep players coming back past day one.
Playable creatives built with Luna Playworks and shipped straight from Unity. I build to each network's spec so the creative passes review the first time.
My workflow is AI-native: Claude Code, GitHub Copilot and Codex speed up coding, testing and iteration, so more concepts get tested before a deadline.
Hook concepts, tutorial flows and end cards, plus variant testing so you find out which version actually moves CTR instead of guessing.
Draw calls, memory, load times and build size. I take heavy Unity projects and make them run properly on the low-end Android hardware most of your players actually own.
Economy, progression and reward loops designed around the metrics that matter, wired up with analytics from the start rather than bolted on later.
Eight-plus years in Unity, seven and a half of them at Game District, one of Lahore's larger mobile game studios.
I work with the UA team to break down competitor games and playable ads, spotting the trends and high-performing mechanics that shape our next round of creative concepts.
Built playable ads that pass network review the first time. Unity projects converted through Luna Playworks into network-ready HTML5 creatives, built against each network's size cap and wrapper requirements.
Developed and optimized mobile games in Unity, covering gameplay systems, Android to iOS porting, environment and lighting work, and the performance passes that get a build running smoothly on low-end devices.
Designed and developed mobile games end to end, with a focus on making them aesthetically strong while staying performant on mid and low-tier Android hardware.
Worked as a Unity 3D developer and game environment designer, and learned the groundwork of game graphics, optimization, lighting techniques and rendering pipelines.
Pick the one mechanic worth showing and storyboard the fifteen seconds around it.
Built as a Unity scene, then exported through Luna Playworks, with the size budget locked before the first asset lands.
Texture compression, atlas packing and audio stripping until the build sits under the network cap without looking stripped down.
Real device testing on low-end Android, network preview tool validation, then packaged per network.
Yes — I'm available for freelance projects, full-time roles, and remote positions.
It lets me build the creative as a real Unity scene using the actual game assets, then export a network-ready HTML5 build. The creative feels like the game because it is the game, and the export handles the wrapper and size pipeline.
Around five working days from approved concept to network-ready build. Faster when the mechanic is already defined and the assets exist in the Unity project.
Yes, and that is usually the fastest route. I pull the core loop out of the existing Unity project rather than rebuilding the mechanic from scratch.
Profiling first, then whatever the build actually needs — draw call batching, texture compression, lightmap settings, memory and load time. The goal is a stable frame rate on low-end Android, not a number on a spec sheet.