Hi, I'm Muhammad Talha Malik — a Unity Game Developer based in Layyah District, Punjab, Pakistan, and the person behind Digital Toolify.
I've spent the last 4+ years building games and interactive systems in Unity using C#, working across genres like 3D Racing, Hypercasual, Shooting, and Adventure games for clients ranging from indie studios to remote teams. I'm strongest in two areas: writing clean, maintainable gameplay code, and designing environments and systems that actually feel good to play.
This blog exists because of a simple observation: most Unity tutorials either skip the "why" behind a concept or assume you already know half of what they're explaining. I write the guides I wish existed when I was learning — complete, beginner-friendly, and grounded in real production experience rather than copy-pasted documentation.
What I Do
- Unity Game Development — gameplay programming, character controllers, physics systems, NPC AI, and building/construction systems for mobile and PC.
- System Architecture — designing extensible, ScriptableObject-driven systems (state machines, input providers, event channels) that scale cleanly as a project grows.
- Mobile Optimization — getting Unity projects performing well on Android hardware, not just in the editor.
- Technical Writing — breaking down Unity systems into clear, in-depth guides for beginner and intermediate developers.
Experience
| Role | Company | Duration | Type |
|---|---|---|---|
| Unity Game Developer | OctalGames | Sep 2025 – Feb 2026 | Part-time, Remote |
| Unity 2D Game Developer | Five River Solutions | Sep 2025 – Dec 2025 | Full-time, On-site (Islamabad) |
| Unity Game Developer | ZIIBA SOFT | Jun 2021 – Aug 2024 (3 yrs 3 mos) | Freelance, On-site (Layyah) |
Education
Bachelor of Science, Computer Science — Government College University, Faisalabad (2021 – 2025)
Portfolio Highlights
Shelter Management Survival Game (Unity 3D)
A production-quality survival/management game built for Android and PC in a low-poly isometric style. Key systems I designed and implemented:
- Camera System — built around an
ICameraInputProviderinterface, cleanly separating mobile touch input from standalone mouse/keyboard input. - NPC System — a Finite State Machine with five core states, driven by ScriptableObjects for designer-friendly scheduling and an extensible job-site pattern for adding new NPC roles without rewriting core logic.
- Building System — interior/exterior view toggling using static event channels, a central
BuildingControllercoordinator, and aBuilderJobSitepattern for construction progression.
University AI Chatbot (RAG-based)
A full Retrieval-Augmented Generation chatbot built for a university website during a hackathon. Stack: Playwright/Cheerio for offline site crawling, Voyage AI embeddings, ChromaDB for vector storage, Claude API for generation, and a Next.js/Tailwind/Framer Motion frontend — shipped with a full deployment writeup and presentation deck.
Unity Game Development Blog (this site)
A growing library of long-form, in-depth Unity guides covering Character Controllers, the Input System, Rigidbody, Mobile Optimization, and more — each with working code, comparison tables, and troubleshooting sections built from real debugging experience.
Skills
Unity 3D · C# · Gameplay Programming · Game Physics · Mobile Game Optimization · Character Controllers · AI/NPC Systems · Game Design · Android Development · Application Development
Let's Connect
I'm always open to interesting Unity projects, collaborations, and conversations about game development. Reach out through the Contact page or connect with me on LinkedIn.
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