HAROON YOUSAF
Loading portfolio.
GAME DEV OPTIMIZATION
haroonyousaf.com
- + x

Hey there! I'm
Haroon Yousaf.

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.

Hybrid Casual Puzzle Games Unity Playworks
PLAYABLE DEV Haroon Yousaf

That's Me!

Games Shipped

The reason my playables convert is that I build the games too. I know which thirty seconds are worth showing.

Playable Reel

Every one runs live in the browser, exactly as it does in the network. Nothing loads until you tap it.

Tools I Built

Browser tools I wrote to speed up playable production: convert, check and tune builds without reopening Unity.

PlayKit Luna Playable Converter screenshot

PlayKit

LUNA PLAYABLE CONVERTER

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.

20 NetworksSize ValidationCTA SwapperInternal · Game District
Word Merge Playable Builder screenshot

Word Merge Playable Builder

NO-CODE PLAYABLE EDITOR

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.

Live PreviewLevel GeneratorAsset LibraryInternal · Game District

What I Do

Hybrid Casual & Puzzle Games

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.

Unity Playworks Playable Ads

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.

AI-Assisted Development

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.

Creative Ad Development

Hook concepts, tutorial flows and end cards, plus variant testing so you find out which version actually moves CTR instead of guessing.

Unity Optimization

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.

Game Systems & Retention

Economy, progression and reward loops designed around the metrics that matter, wired up with analytics from the start rather than bolted on later.

Track Record

7+Years Shipping
5+Years Senior Unity
20+Playables Built
20+Games Shipped

Experience

Eight-plus years in Unity, seven and a half of them at Game District, one of Lahore's larger mobile game studios.

Game District

LAHORE · FULL-TIME · FEB 2019 — PRESENT
  1. Senior Playable Growth Engineer

    APR 2026 — PRESENT

    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.

  2. Playable Growth Engineer

    MAR 2025 — MAR 2026

    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.

  3. Senior Unity 3D Developer

    JAN 2021 — FEB 2025

    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.

  4. Unity 3D Game Developer

    FEB 2019 — JAN 2021

    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.

Unibit (Ormeo Gamers)

LAHORE · FULL-TIME · JAN 2018 — JAN 2019
  1. Unity 3D Developer

    JAN 2018 — JAN 2019

    Worked as a Unity 3D developer and game environment designer, and learned the groundwork of game graphics, optimization, lighting techniques and rendering pipelines.

How I Build A Playable

STEP 1

Hook

Pick the one mechanic worth showing and storyboard the fifteen seconds around it.

STEP 2

Build In Unity

Built as a Unity scene, then exported through Luna Playworks, with the size budget locked before the first asset lands.

STEP 3

Optimize

Texture compression, atlas packing and audio stripping until the build sits under the network cap without looking stripped down.

STEP 4

Test & Ship

Real device testing on low-end Android, network preview tool validation, then packaged per network.

Stack

Engine & Tools

UnityC#Unity PlayworksVSCodeJetBrainsClaude CodeGitHub CopilotCodex

Ads & Performance

MRAIDUnity ProfilerFrame DebuggerTexture CompressionDraw Call BatchingFirebase

FAQ

Are you available for work?

Yes — I'm available for freelance projects, full-time roles, and remote positions.

Why Luna Playworks?

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.

How fast can a playable be turned around?

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.

Can you work from an existing game build?

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.

What does the optimization work involve?

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.

Let's Talk

Tell me the game and the network, and I'll come back with a hook and a timeline. Based in Lahore, working with teams anywhere.