Hello! I'm Burhan Ahmad, a Unity & XR Developer based in Dubai, UAE, with 5+ years of experience building games, XR applications, and interactive installations for global brands and studios.
I specialize in VR, MR, and AR development using Unity and C#, with hands-on experience integrating sensors, computer vision systems, and hardware devices like Meta Quest, Xreal glasses, Leap Motion, Hokuyo LiDAR, and Arduino, to create immersive real-time experiences.
I love taking on new challenges and learning new technologies. Explore my work below, and if any of it sparks ideas for a collaboration, get in touch.
Experience
Option1 Design Studio | XR Developer
Dubai, UAE · July 2025 – Present
Developing immersive VR, MR, and AR experiences for international brands using Unity.
Integrating XR hardware including Meta Quest, Xreal glasses, Leap Motion, and Hokuyo LiDAR.
Building real-time interaction systems with OpenCV and MediaPipe.
Implementing networking and backend systems using Meta XR SDK, Photon PUN, and PlayFab.
Developing sensor-driven interaction systems using proximity and touch triggers.
Assisting in the setup of an internal XR experience center, including installation, testing, and debugging.
Maintaining interactive installations using Unity.
Developed an interactive installation for Hugo Boss at Dubai Mall using Unity.
Implemented people-detection systems generating dynamic real-time shadows based on user movement.
Integrated MediaPipe and YOLO models with Unity for real-time interaction tracking.
Combined Unity WebGL and Arduino for hybrid installations.
Implemented video triggers, particle systems, animations, and touchscreen interactions.
Designed Arduino-controlled motor systems for installation-based motion control.
GameEver Studio | Unity Game Developer
Dubai, UAE · April 2022 – March 2023
Developed gameplay systems for multiple projects including FPS and 2D games.
Built enemy AI systems, gameplay mechanics, and UI systems.
Implemented animation systems.
Reduced build size by 30 MB through asset optimization.
Developed scalable gameplay systems using Scriptable Objects.
Spartans Global | Unity Game Developer
Islamabad, Pakistan · Dec 2020 – April 2022
Developed and maintained mobile games using Unity.
Implemented systems using Scriptable Objects, Addressables, and JSON-based data management.
Worked on physics systems, gameplay mechanics, UI systems, and optimization.
Collaborated with art and design teams to deliver polished game features.
Education
Bachelor of Computer Science
Islamabad, Pakistan · Feb 2017 – May 2021 · CGPA 3.05 / 4.0
Tech Stack
Game & XR Development
Unity
VR
MR
AR
Meta XR SDK
Photon PUN
PlayFab
Languages
C#
Python
Node.js
Computer Vision & Sensors
OpenCV
MediaPipe
YOLO
Leap Motion
Hokuyo LiDAR
Arduino
Web & Interactive
WebGL
Tools
Git
GitLab
Trello
Slack
Bitrix
Doxygen
ClickUp
Other
Procedural Generation
Real-time Rendering
Sensor Integration
Interactive Installations
HugoBoss Interactive Shadows
Interactive installation for luxury brand in which I collaborated with a team member at BriteMinds to create a custom human detection model. I used
data from this detection model in Unity to create an immersive experience using particle systems and keyframe animations.
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Runtime demonstration in Dubai Mall.
Luminous Interactive Floor
Interactive installation for a lights festival in Qatar in which I collaborated with renowned artist Georgie Pinn, known for her
interactive and innovative installations in Brisbane, and a fellow Unity Developer Nathan Clarkson to create custom particle effects
showcasing fireworks harmony, seamlessly handling 10–15 visitors at once.
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Runtime demonstration in Lusail Festival in Doha, Qatar.
Qadsiah Festival Floor
Interactive installation for a festival in Saudi Arabia in which we created a custom air-hockey game with custom particle effects.
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Runtime demonstration in Qadsiah Festival in Riyadh, Saudi Arabia.
Loewe Interactive Floor
Interactive installation for luxury brand in which I collaborated with renowned artist Seph Li, known for his
interactive ink-based art, to create custom particle effects showcasing the nature of water (ripples, magnetic field, vortex),
seamlessly handling 10–15 visitors at once.
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Runtime demonstration in Dubai Mall.
Custom Interactive Projects
Particles have always captivated me, especially when integrated into interactive installations like projection
mapping, interactive floors, or webcam-controlled experiences. The ability to craft and control dynamic visuals adds
an exciting layer of creativity and innovation. Here are a few projects where I honed my skills in Unity 3D.
A custom menu can be developed for any of these projects to manipulate particle size, speed, and behaviour.
While working on tangible screen projects, I developed custom programs to calculate the angles between
the support points on each puck. This mathematical approach allowed me to differentiate between
individual pucks and assign specific objects to them within the applications.
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Custom software for creating tangible screen effect without any object recognition.
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Demonstration video.
How I Made
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Custom grid logic generated at runtime.
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Game logic for the floor game.
AR Try-On
Utilized MediaPipe face tracking to get landmarks of eyes and nose, and sized 3D glasses models to each person so they fit perfectly.
Added functionality to take pictures and send emails. Built with Node.js to receive picture bytes from Unity, convert them
into images, and dispatch via email.
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Runtime demonstration.
AR Particle Control
Modified a cursor-control Python library to drive particle behaviour based on cursor movement. The particle style
was inspired by Dragon Ball Super (Goku Ultra Instinct animation).
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Runtime demonstration.
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An orb-shaped effect that can be controlled by manipulating size, emissions, strength, and colors.
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More control over the effect and environment.
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An effect generating fishes that move in boids; once a hand is detected, they stop moving randomly and follow hand movements.
Camera Control | Forced Perspective
Used MediaPipe to create custom head-tracking software, allowing the Unity camera to focus on a point and move around it,
replicating a forced-perspective behaviour.
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Runtime demonstration.
Camera Control | Roller Coaster
Used MediaPipe to create custom head-tracking software based on which the Unity camera rotates. When incorporated into a custom rollercoaster
project, it creates the illusion that the person is actually sitting on the ride and enjoying the scenic views.
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Runtime demonstration.
VR Learning
Modified the demo scene provided by Unity Learn for VR and added new interactions for displaying
and controlling a 3D model of a train.
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Runtime demonstration.
Infinite Zoom
Tried replicating the infinite-picture-zoom effect, but instead of using pictures I used 3D models
with a custom rendering approach to recreate the same effect.
Object Grab
Used the same objects from the infinite-zoom project and added object grab and rotate functionality tied to controller movement.
Custom Car Controller
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Runtime demonstration.
Rush To Crush
Bike game with thrilling tracks packed with bike-stunt missions and extreme bike races.
An offline sci-fi first-person shooter with proper FPS controls, weapon selection, and enemies that grow stronger as the level progresses.
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Achievements menu in the stats panel of the game.
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Dynamic crosshairs, selectable from the menu and used in game.
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When an achievement is completed a popup is shown and the achievement updates in the menu.
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Designed and implemented a shooting range to practice shooting skills.
Gameplay.
FPS Sniper Shooter 3D
An offline sniper-FPS with proper first-person control and limited movement. The player can choose weapons and must shoot the correct target to progress.
Gameplay.
FiveOcean 2D
In this 2D game, the player takes on the role of a submarine, tasked with eliminating enemy submarines while navigating the underwater world.
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Mine enemy with random AoE mine explosion and explode timer.
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Patrolling helicopter.
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Showcasing water mechanics and fish made using boids.
A tiled puzzle game made in JavaScript in which the player has to connect two points together.
Drag and drop the path pieces placed on the table; pieces usable as pathway sit in the inventory on the right of the game map. Rotate pieces by clicking them to rotate by 45 degrees.