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.
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.
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
Experience
Seven and a half years at Game District, one of Lahore's larger mobile game studios.
Senior Unity 3D Developer
GAME DISTRICT · LAHORE · FULL-TIMEI develop and optimize mobile games in Unity, covering gameplay systems, environment and lighting work, and the performance passes that get a build running smoothly on low-end devices.
Luna Unity Playworks Playable Developer
GAME DISTRICT · LAHORE · CREATIVE ADSI build 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.
Unity 3D Game Developer
GAME DISTRICT · LAHORE · FULL-TIMEDesigned 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.
How I Build A Playable
Hook
Pick the one mechanic worth showing and storyboard the fifteen seconds around it.
Build In Unity
Built as a Unity scene, then exported through Luna Playworks, with the size budget locked before the first asset lands.
Optimize
Texture compression, atlas packing and audio stripping until the build sits under the network cap without looking stripped down.
Test & Ship
Real device testing on low-end Android, network preview tool validation, then packaged per network.
Stack
Engine & Tools
Ads & Performance
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.