Sheeraz KhanLead Game Developer
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Lead Game Developer

Sheeraz Khan

I take games from the first idea to the store page. Every decision starts with how the game feels in the player's hands.

  • CricketX · Lead Developer · Meta Quest
  • BaseballX · Lead Developer · Meta Quest
  • Grid Patch · Co-Founder · Google Play and Meta Quest
  • Arrow Jam · Co-Founder · Google Play and Meta Quest
Projects

Things I've shipped

Real games, real players, built in Unity and C#. Although most of my work lives behind private repos.

CricketX: how it's built

XRev Studio Lead Developer

CricketX

VR cricket simulator with live-style ball physics, biomechanics feedback and session analysis. Used by clubs and academies in Pakistan, Canada, Australia, UK and more.

BaseballX: what's inside

XRev Studio Lead Developer

BaseballX

VR baseball trainer. Face any pitch with real-time swing analytics covering bat speed, launch angle and timing.

Grid Patch: how 1,000 levels happened1,000 levels

Vel Nest Games Co-Founder

Grid Patch

Pure-logic rectangle puzzle with seven shape rules and boards up to 10×10. On Meta Quest the board floats upright in front of you, played with hands or controllers.

Arrow Jam: how it was made1,000 levels

Vel Nest Games Co-Founder

Arrow Jam

Tap-away logic puzzle: free every arrow in the right order, from warm-ups to Nightmare mazes. On Meta Quest the board floats in front of you.

More shipped games

Water Sort50M+ downloads · Developer My Dream Burger5M+ downloads · Developer My Dream School5M+ downloads · Developer My Dream Mall5M+ downloads · Developer Sock SortVel Nest Games · Co-Founder Ball SortPlaySpare · Game District · Developer

More studio titles

Shipped under the studio's own publisher accounts, so there's no public listing to link.

  • My Dream Army Idle tycoon
  • Hoop Sort Colour-sort puzzle
  • Brain Twister Brain-teaser puzzle
  • Chain Cube 2048 3D merge puzzle

Prototypes

Built for studio pitches and market tests, never released. Plenty more I've lost count of.

Bird Sort Helix Jump-style tower drop Snake.io-style arena Bridge Race-style runner Brick Breaker Jigsaw Puzzle Johnny Trigger-style shooter Fruit Ninja-style slicer Hidden-object scavenger hunt Stack Tower

More studio web work

The tools and sites around CricketX and BaseballX. Most are internal or team-only, so there’s nothing public to link.

  • CricketX Insights Admin stats dashboard
  • CricketX Companion Live VR session remote
  • TrackAI AI cricket training app
  • Community Highlights Bot Discord-to-web clip relay
  • BaseballX Website VR baseball trainer site

Where my web work started

Earlier builds that came before the sites above.

  • 3D Portfolio Three.js portfolio, 2023
  • Discord bots Music and community bots, 2021

Open source

Experience

A player first. Now I build games and lead the team behind them.

Sheeraz Khan Lead Game Developer 5+ years making games Lahore, Pakistan

Self-taught developer, Discord bots

2021

A music bot for 10,000 people

My first real project wasn't a game. I built Discord bots in JavaScript, and my music bot handed everyone free audio filters like lofi and slowed + reverb. It became popular in a community of more than 10,000 members.

What I still carry: Real people using what you built is the best feedback there is.

Sherry Bot on GitHub

Where it started: "Hello, World"

A few months before the bot there was an old laptop, free YouTube lessons on C++, and a plain black command window printing my words back. That was the moment I fell in love with making a computer do what I asked.

What I still carry: I still learn the same way: build something small that works, then keep making it better.

Unity training program, GameTrain

Sep 2021

The seat that opened two days later

I found a Unity training program one week after it had already started, and every seat was taken. Two days later a student could not join, and the seat was mine. I caught up by studying up to 16 hours a day.

What I still carry: Be ready when a door opens. It might only open once.

Game Developer, Game District

Game District

Jan 2022 – Jan 2023 · 1 yr

11 games when they asked for 10

My first studio job started with a test: build 10 of 12 small, fully playable games in 3 months. I finished 11 in 2 months and 15 days, then moved onto the real production games. Months later, the head of HR introduced me to a new group of trainees as "one of the best game developers we have ever had here."

What I still carry: Finish first, then polish. A playable game teaches you more than a perfect plan.

Lead Game Developer, XRev Studio

XRev Studio

Jan 2023 – Present · 3 yrs 9 mos

Still building, now with a team behind it

Leading a game team didn't pull me out of the code. At XRev, CricketX is ten people on one Unity and C# codebase: the ball physics, the training sessions, the headset screens and the online side started on my machine, and the team built the rest on top, from fielding and commentary to the stadium itself. BaseballX got its own home as a separate game. The other half of the job is making everyone's work land: merging the branches, keeping our commit and release rules honest, and putting every build on a real headset before it ships.

What I still carry: My job now is making everyone’s work easy to ship, mine included.

Co-Founder, Vel Nest Games

Vel Nest Games

Apr 2026 – Present · 6 mos

Vel Nest Games, evenings and weekends

Vel Nest Games is my own studio, run alongside the full-time job. I wanted the whole cycle in my own hands: the idea, the code, the tools, the store page, the release, and what real players do with it afterwards. There is no marketing budget and no publisher, so every player so far found the games on their own.

What I still carry: Owning every step of a game teaches you what no single role can.

Two games, two days of work each

Arrow Jam and Grid Patch are my own puzzle games. I decided the rules, the feel and the difficulty curve, and an AI agent wrote most of the code. I played every build, said "no, not like that" (a lot), and kept correcting until each one felt exactly like the game in my head.

What I still carry: Tools will keep changing. Knowing how a game should feel is still my job.

Skills

What I bring to a game

I design how a game feels, build it to last, ship it to stores and lead the team behind it. Pick a skill and I'll show you what it looks like in practice.

Game Feel & UX

Design & Feel

Games that feel good in your hands and explain themselves.

Everything responds at once: Motion, sound and vibration hit at the same moment, so every action feels solid.

Ready for the next move: Players can tap again immediately, even while the last animation is still playing.

Help at the right moment: I teach each control when it becomes useful, and hints appear only when someone is stuck.

Level Design

Design & Feel

Thousands of levels, built from my rules and checked one by one.

I set the rules: I decide how levels look, what makes them hard, and how the challenge grows.

Code builds every level: A level builder follows those rules and starts each level from a new random board.

Every level is checked: Levels that miss a rule are rebuilt, and I play a few from every difficulty.

UI Development

Design & Feel

Interfaces that stay clear on every screen, from phone to headset.

Built from reusable pieces: Buttons, badges, panels and charts are made once and reused everywhere.

One theme for everything: Colours, spacing and fonts live in one theme, so a new look reaches every screen.

Made for every device: Layouts fit notches and thumbs on phones, and float as comfortable panels in VR.

VR Interaction & Comfort

Design & Feel

VR that is easy to see, reach and adjust.

Placed in easy view: Content floats at a comfortable distance and height, right in front of you.

Stays where you put it: Look around freely, and the content stays exactly where you left it.

Easy to adjust: Move, tilt, resize or recenter it with a few simple controls.

Game Architecture

Build & Optimise

Clean systems that grow with the game, on every platform.

One shared game core: Rules, levels and game logic live in one place that every platform uses.

A layer for each platform: Phone and VR each get their own screens and controls on top of the same core.

Parts with one job each: Every part does one thing well, so it is easy to test, change and reuse.

Performance

Build & Optimise

Smooth on phones and VR headsets, and light to download.

Measured on the device: Frame times are measured on real phones and headsets, where players actually feel them.

Every frame on budget: Game logic, drawing and loading each get their share of every frame, so nothing stutters.

Small and quick to open: Lean downloads and fast launches, even with a thousand levels inside.

Testing & Quality

Build & Optimise

Every change is proven before a player ever sees it.

I test my own code: Hundreds of automated tests check the rules, the levels and the builds.

A test for every bug: Each fix comes with a test that proves the bug is gone for good.

Proven on real hardware: Release builds are checked on real phones and headsets before they ship.

Tools & AI Workflow

Ship & Lead

Tools and AI handle the repetition, so I focus on the game.

One-click testing: Try any level or idea instantly, without launching the full game.

AI agents as teammates: Agents write code, drive the editor and run tests while I play, judge and decide.

Tools the whole team uses: Editor tools for building, playtesting, screenshots and releases, one menu away.

Release & Publishing

Ship & Lead

From first prototype to live on the store, on phone and VR.

Store-ready from the start: Signed builds, store pages, privacy forms and crash reporting are part of the plan.

One game, many stores: The same game ships to Google Play and Meta Quest, each with its own tuned build.

Better after launch: Crash reports and player feedback shape every update that follows.

Team Leadership

Ship & Lead

A team that moves fast because everyone knows how we work.

Small, clear goals: Work is split into small steps, each with a clear way to check it's done.

Shared standards: Common rules for code, commits and reviews keep everyone's work easy to combine.

Helping people grow: I mentor engineers in architecture and debugging, so they can take on bigger work.

From first idea to live game

Mobile or VR, puzzle or simulator, every project walks the same six checkpoints. Nothing moves on before it's ready (I've tried).

Understand the goal

Who is it for, and how should it feel?

What gets made: A one-page goal: player, feeling, device and limits.

Ready when: The whole team can say it in one sentence.

Prove the fun

Is the core action worth repeating?

What gets made: The smallest playable version of that action.

Ready when: People want to play it again.

Build the foundation

Is it ready to grow?

What gets made: Clean structure, shared standards, quick-test tools and automated tests.

Ready when: New features fit in safely.

Create and tune content

Does it play the way it was planned?

What gets made: Levels, modes and screens built from rules, then tuned by playing.

Ready when: The challenge rises at just the right pace.

Polish and optimise

Is every moment clear, smooth and comfortable?

What gets made: Feel, clarity and speed work on real devices.

Ready when: Smooth on every target device, and clear to a first-time player.

Release and improve

Is it stable, and what comes next?

What gets made: Store-ready builds, tested the way players install them.

Ready when: It's live, stable, and the next update is planned.

Inside every checkpoint

Every change goes around the same loop.

Plan: Pick one small goal and how to test it.

Build: Tools and AI agents handle the repetitive work.

Play & test: Tests catch what's broken. Playing catches what's boring.

Fix: Say how it should feel instead, then build that.

Keep the lesson: Turn the fix into a test, rule or checklist, so it stays fixed.

Testimonials

What others say

Kind words from people I've had the privilege of working with.

Sherry's one of those rare people who just gets things done — no drama, no excuses. His work ethic and the way he communicates always impressed me. Genuinely great to work with.

Dennis Rohde

CEO, Freedom Technologies

He doesn't just write code — he actually thinks about the bigger picture. The way he approaches problems and keeps pushing the dev process forward has been a real asset to the team.

Muhammad Hadi

CEO, XRev Studio

Sherry built some of our most engaging titles at Game District. Sharp developer, quick learner, and someone who genuinely cares about the quality of what ships.

Junaid Arshad

CEO, PlaySpare · Game District

Contact

Let's build something worth playing.

Got a project, an idea, or a team that needs someone who takes game craft seriously? Drop a message — I read everything.