Available for new projects
Games that ship.
Players that stay.
I'm Akash Bhatt — a freelance game developer with 12 years in Unity and 16 titles taken from first prototype through launch and every stage of their lifecycle. Studios and startups hire me when they need a game finished, not just started — and for the deep engine work most developers avoid: native plugins, SDK-to-Unity bridges, and DOTS-level performance.
The track record
Sixteen titles shipped between 2014 and today — shooters, card games, VR, puzzles. Mobile games live fast: each of these launched, found its players, and has since retired from the stores. Running that entire lifecycle — build, launch, monetize, sunset — is exactly the experience you're hiring.
-
Maze Militia
Multiplayer FPSOnline multiplayer shooter with real-time battles
↳ Real-time networked combat on mobile hardware
-
Raja Rani Chor Police
Multiplayer CardA classic Indian card game, rebuilt as online multiplayer
↳ Turn-based multiplayer, rooms, and reconnection handling
-
Contro VR
Virtual RealityImmersive Cardboard VR shooter experience
↳ Comfortable VR controls and performance on budget devices
-
Train of Thought
PuzzleBrain-training puzzles that push your memory to the limit
↳ Level progression systems and difficulty tuning
-
Dodu
ArcadeThe lightning ball — fast-paced arcade action
↳ Tight game feel, physics, and one-touch controls
-
Nutmeg King
SportsFlick football with physics-driven skill shots
↳ Physics gameplay and satisfying juice on a tight scope
Plus ten more, shipped and retired:
-
Animal Memory -
Fastrack VR -
1Line Puzzle Mania -
Bricks Breaker Puzzle -
Caps Battle -
Vision Loop -
Viral.og -
Fruits Memory -
Find Unwanted Apps -
Scan Country
Tools & open source
Code you can read before you hire me — a tool I publish on the Unity Asset Store, and public reference implementations on GitHub.
RefSafe Pro — Project Validator
My commercial Unity editor tool, published on the Asset Store: scans entire projects for missing references, broken scripts, and unused assets — with auto-fix and CI/CD support.
View on the Asset Store ↗ Open source · MITRefSafe Lite
The free, MIT-licensed companion: catches missing scripts and broken references in your open scenes before they become runtime NullReferenceExceptions. Unity 2021 LTS through Unity 6.
View on GitHub ↗ Open sourceAndroid-Native
A working reference for Unity ↔ Android native bridges — lists the apps installed on a device and pulls their icons into Unity through a native plugin.
View on GitHub ↗ Open sourceARFoundation-XR-Interaction
AR Foundation + XR Interaction Toolkit reference: tap to select, drag, pinch-scale, and twist-rotate virtual objects on real-world planes — with anchors, light estimation, and real-time shadows.
View on GitHub ↗What I can do for you
Unity Game Development
End-to-end development in Unity — prototyping, core gameplay, UI, effects, optimization, and release. One developer, the whole pipeline.
Learn more → 02Multiplayer & Networking
Real-time multiplayer done right: rooms, sync, and reconnection handling — proven in shipped card games and shooters.
Learn more → 03Native Plugins & SDK Bridges
Custom Android and iOS plugins in Kotlin, Java, Swift, or Objective-C — and native-only SDKs wrapped into clean, C#-friendly Unity APIs.
Learn more → 04Unity Package Development
Reusable UPM packages with clean APIs, samples, and docs — tooling your whole team installs in one line and actually enjoys using.
Learn more → 05DOTS & ECS Performance
Data-oriented gameplay with Unity DOTS, ECS, Jobs, and Burst — thousands of entities simulated smoothly, even on mid-range phones.
Learn more → 06AR & VR Experiences
Immersive experiences for mobile AR and VR headsets, from architectural walkthroughs to full VR games.
Learn more →Monetization & LiveOps
Ad mediation, in-app purchases, and retention mechanics that lift revenue without wrecking the player experience.
Android & iOS Release
Cross-platform builds, store listings, and the whole submission gauntlet — your game live on Google Play and the App Store.
Team Leadership & Consulting
Architecture reviews, performance audits, and leading development teams through full production cycles.
How I work
- 1
Understand
We talk through your idea, audience, and budget. You get a clear scope and an honest feasibility read — the first consultation is free.
- 2
Prototype
A playable core loop in weeks, not months — so we validate the fun before investing in polish.
- 3
Build
Weekly builds you can actually play, transparent progress, and code that's clean enough to hand to any team after me.
- 4
Launch & beyond
Store submission, monetization wiring, and post-launch support through updates — for the full life of the game.
Ways to work together
Project Audit
One week · Fixed quote
Performance profile, architecture review, and a prioritized written report of exactly what to fix — a low-risk way to see how I work before committing to more.
Book an audit →Fixed-scope build
Defined scope · Fixed price
A complete game, feature, plugin, or SDK bridge — quoted up front and delivered milestone by milestone, so you always know where the project stands.
Get a quote →Monthly retainer
Ongoing · Monthly
Reserved hours every month for continuous development, live ops, SDK maintenance, or simply having a senior Unity expert on call.
Reserve time →The developer behind it
I started building games in 2014 and never stopped. Since then I've grown from writing my first engine plugins to leading full production teams — shipping multiplayer shooters, card games, VR experiences, and a small army of puzzle titles along the way. These days I split my time between client games and the engine room: native Android/iOS plugins, custom Unity packages, and squeezing performance out of DOTS and ECS. I work from Surat, India, with clients worldwide. When I'm not shipping games, I write Unity tutorials read by thousands of developers — and play chess.
- 2020 — now Freelance lead developer — client games, native plugins, and Unity packages delivered end to end.
- 2017 — 20 Senior game developer — full production cycles, performance, mentoring.
- 2016 — 17 Game developer — cross-platform games, ad integrations that grew revenue.
- 2014 — 16 Junior game developer — first shipped titles and engine plugins.
Questions clients ask
What kinds of projects do you take on?
Full game builds from concept to store, specific features on existing games (multiplayer is a specialty), native plugin and SDK integration work, custom Unity packages, DOTS/ECS performance engineering, AR/VR experiences, and rescue work — untangling a project that's gone off the rails.
Our SDK only exists for native Android/iOS. Can you make it work in Unity?
Yes — that's one of my specialties. I write the native bridge (Kotlin/Java on Android, Swift/Objective-C on iOS) and wrap it in a clean C# API, delivered as a Unity package your team can drop into any project. I've built these bridges for ads and analytics SDKs among others — the approach works for anything with documentation.
How do you charge?
Fixed price for a well-defined scope, hourly or monthly retainer for ongoing work. Either way you get an estimate up front after a free consultation — no surprises.
Who owns the code?
You do. Full source code and IP transfer to you on final payment, written into the agreement from day one.
How do we stay in touch during the project?
Weekly playable builds plus updates on whatever channel you prefer — Slack, email, or calls. I work from India (IST) and keep overlapping hours with both US and European timezones.
Can you join an existing team or codebase?
Yes — I've led and joined teams mid-production. I start with a code and architecture review, then slot into your workflow rather than forcing mine.
Writing
-
RefSafe Pro: Catch Missing References in Unity Before They Catch You
RefSafe Pro finds missing scripts, broken references, and unused assets across every scene, prefab, and ScriptableObject in your Unity project, with one-click fixes, a dependency graph, and CI support.
-
How to Integrate a Native Android/iOS SDK into Unity (and When to Hire It Out)
A practical guide to bringing native-only Android and iOS SDKs into Unity: bridges, C# APIs, UPM packaging, the pitfalls that cause mystery crashes — and how to decide between building it in-house or hiring a specialist.
-
Unity CI/CD With GitHub Actions: Builds That Happen While You Sleep
Setting up Unity CI/CD on GitHub Actions: license activation, Library caching, test gates, multi-platform matrices, and the traps I hit along the way.
-
Unity Addressables: What I Wish I'd Known Before Leaving Resources Behind
A field guide to Unity Addressables: why Resources doesn't scale, how groups and bundles shape memory, release discipline, and the editor-only traps.
-
Finding a Unity Memory Leak: A Profiling Walkthrough From First Crash to Fix
A real Unity memory leak hunt: Memory Profiler snapshots and diffs, static events that keep dead objects alive, and the native memory that never unloads.
-
Unity Assembly Definitions: How I Cut Compile Times From 40 Seconds to 4
A practical guide to Unity assembly definitions: how script compilation really works, splitting Assembly-CSharp safely, and the mistakes that make it slower.
-
Prefab Variants and Nested Prefabs: How to Structure Prefabs So They Don't Break
How Unity prefab variants and nested prefabs really work: override precedence, the Apply All trap, and a prefab structure that survives production.
-
The 5 Unity Problems That Eat Entire Weeks (and How to Fix Them)
Why Unity games work in the editor but break in the build, how to cut build size safely, refactor without breaking references, and survive scene merge conflicts.
-
Unity Editor Slow? How to Fix Import, Domain Reload, and Compile Times
Where Unity editor time actually goes: asset imports, domain reloads, and script compilation, plus the settings and habits that bring iteration speed back.
-
Unity's Silent Failures: Why 'None' in the Inspector Can Mean 'Gone'
How Unity serialization works under the hood: fileID and GUID internals, why deleted references look unassigned, and how UnityEvents and Addressables break silently.
-
Unity Scene Merge Conflicts: A Survival Guide for Teams
How Unity teams avoid scene merge conflicts: UnityYAMLMerge setup, prefab-first workflows, additive scene splitting, and CI checks that catch bad merges.
-
How to Refactor a Unity Project Without Breaking Everything
Meta files, GUIDs, FormerlySerializedAs, and assembly definitions: how to rename, move, and restructure a Unity project while keeping every reference intact.
-
How to Reduce Unity Build Size (Without Deleting the Wrong Thing)
A practical guide to shrinking Unity builds: reading the Editor.log build report, fixing texture and audio imports, hunting duplicates, and knowing what actually ships.
-
Unity Works in the Editor but Not in the Build? Here's Where to Look
IL2CPP stripping, case sensitivity, missing scenes, and editor-only code: a diagnostic guide for Unity games that run fine in the editor but fail in the build.
-
Creating Event-Based Architecture in Unity with Event Args
Learn how to implement event-based architecture in Unity using event args and an EventBus. We build a decoupled health system with a HealthSystem, HealthChangedEventArgs, and a UI that reacts to changes.
-
10 Ways to Use Scriptable Objects in Unity
We explore 10 different ways to use Scriptable Objects in Unity for game development. Learn how to efficiently manage game data, create custom inspector tools, and even create a dialogue system using Unity ScriptableObject.
-
2 Best Ways to Send Emails from Unity
Get user feedback or suggestions by allowing players to send emails directly to the development team in just a few clicks. You can even collect crash reports and suspicious player activity through it.
Have a game in mind?
Tell me what you're building — a full game, a multiplayer feature, a native SDK that needs a Unity bridge, or a project that needs rescuing.
I read every message and usually reply within a day.
Prefer email? [email protected]