profile pic
Muhammad Salal Khan

Game Developer

Hypercasual, Hybrid casual  & VR developer

about me

About Me

Unity Developer with over 6 years of experience. I specialize in Hyper casual, hybrid casual, and VR games, with a knack for developing captivating game play mechanics. Proven track record, including a published game with over a million downloads, showcasing my ability to deliver success in the competitive gaming industry

MY SKILLS

Skills I have gained over the years of development.

Dev Tools & Tech

Analytics & Monetization

Platforms

My Applications & Games

A collection of games and various applications I have made and have worked on.

Project Highlights

In-depth Technical Insights on Key Projects

Dr. pill

Tech Stack

  • Game Engine: Unity Engine
  • Programming Language: C#
  • Advertising: Monday OFF SDK
  • In-App Purchases: Unity IAP
  • Version Control: Git
  • IDE: Visual Studio
  • Analytics: Unity Analytics, Game Analytics,Monday OFF SDK,FB SDK
  • Other Tools/Libraries: Newtonsoft.Json (for JSON parsing)

Architecture

  • Observer Pattern: Implemented to handle in-game events such as patient arrivals and updates to the game state.
  • Singleton Pattern: Used to manage game settings and configurations, throughout different scenes for example Game Audio.
  • SOLID Principles: Applied across the project to ensure maintainable and scalable code, particularly focusing on single responsibility and dependency inversion.

Scene Persistency Challenge and Solution

In Dr. Pill, we have a main scene that is reused multiple times for different patient interactions, with updated backgrounds and states reflecting the patient’s progress. This scene is revisited during various phases of treatment, such as after initial consultations or during ongoing treatments. Managing these transitions required a robust saving system to ensure consistency and seamless gameplay.

To achieve this, I developed a saving system using ScriptableObjects for foundational data and JSON for dynamic state management. This system efficiently handled the various instances of patient treatments, maintaining game state integrity and enhancing the overall player experience.

dr pill

Destiny King

Tech Stack

  • Game Engine: Unity Engine
  • Programming Language: C#
  • Advertising: Monday OFF SDK
  • In-App Purchases: Unity IAP
  • Version Control: Git
  • IDE: Visual Studio
  • Analytics: AppMetrica, Game Analytics, Monday OFF SDK, FB SDK
  • Other Tools/Libraries: Newtonsoft.Json (for JSON parsing), Odin Inspector (editor customizer)

Architecture

  • Observer Pattern: Implemented to handle in-game events such as Interaction with NPC’s and updates to the game state.
  • State Pattern: Used for Enemy AI and their behaviour i.e knights, archers, mages etc.
  • Singleton Pattern: Used to manage game settings and configurations, throughout different scenes for example Game Audio.
  • SOLID Principles: Applied across the project to ensure maintainable and scalable code, particularly focusing on single responsibility and dependency inversion.

Technical Challenge and Solution

This hybrid-casual game involved managing various elements, from complex game economy to battle mode settings like health and damage range. These aspects required rigorous tweaking. To streamline this, I developed an internal Game Settings Editor using Odin Inspector and ScriptableObjects as the base for game settings. This allowed almost every aspect of the game to be adjusted, facilitating significant changes in gameplay feel, economy, difficulty, and more, ensuring a flexible and scalable gaming experience.

destiny king

My 3d Designs

I also have experiance in 3D modeling. My ArtStation Portfolio.