Unity XR Contractor · Available now
Hazardous equipment. Procedures you can't practice on live systems. Hardware that hasn't shipped yet. I build AR and VR training software for healthcare and industrial teams, and I build it white-label for the agencies and studios who own the client. Your repo, your NDA, your PM. Available now for contract capacity, hourly or fixed scope.
Years in real-time 3D
Mobile downloads shipped
Production releases shipped
Shipped to both app stores
About
I'm Abdul Wahab, a Unity XR contractor. Most of my work is white-label. Agencies and studios send me a defined scope and I ship it in your repo, under your NDA, with your PM. My foundation is real-time 3D: a decade of Unity, rendering, asset pipelines, and production software that shipped.
The last two years have been enterprise training work. Interactive procedure simulations, 3D environment reconstruction, assessment integration, and the unglamorous platform work that decides whether software survives real operators.
You work with me directly. No account managers, no outsourced dev team. If you have a question about the architecture, you ask the person who built it.
Unity · C# · AR Foundation · Easy AR · iOS · Android · Meta Quest SDK · WebXR · OpenXR · Vuforia
Architecture, code, 3D assets, store submission, support. I deliver the whole thing. Nothing gets lost between a designer who doesn't code and a developer who never saw the spec.
Not every problem needs a headset. I build for Meta Quest, mobile AR on iOS and Android, and the browser through WebXR. I recommend what fits your users, not what I feel like building.
Done means deployed, tested, and running on real devices. Not a concept video. Not a slide deck.
Work
Shipped software in production. Not concepts.
EdTech · Enterprise Training · Cross-platform AR
EdTech platforms needed high-fidelity 3D product content accessible on phones for learners across manufacturing and healthcare. Existing solutions required special hardware, broke under real-world lighting conditions, and had painful setup processes. Learners abandoned apps before reaching educational content.
Built a native 3D product viewer for iOS and Android with AR placement capabilities. Users authenticate once, browse a curated model catalog, and place products in their physical space at real scale. Intelligent caching ensures models download once, persistent across sessions. Offline support for field teams without reliable connectivity.
Sole developer. Owned full stack from architecture to app store deployment. Conducted user research with enterprise training teams, translated requirements into technical specs, built and shipped to production, and managed post-launch support. Coordinated with platform stakeholders on certification and platform-specific optimization.
AR Foundation abstracts iOS/Android differences for plane detection and lighting estimation. Model rendering uses device-specific compression formats (USDZ, glTF) chosen at runtime. Token-based auth with silent refresh handles session management. Addressables system manages asset lifecycle and memory efficiently. SQLite stores metadata locally; REST API syncs catalog updates.
Real-time AR placement with device-native physics. Model scaling and rotation controls optimized for touch. Batch model loading with progress indication. Screenshot capture for learner documentation. Dark mode support. Accessibility: full VoiceOver support, color contrast WCAG AA compliant. Offline-first architecture with automatic sync when connection restores.
Live in production on the App Store and Google Play. Deployed to 1,500+ users across 370 instructors and 1,200+ students, with 12+ releases shipped across both platforms since launch. Built and maintained solo, from the auth system through app store submission and post-launch fixes.
Offline-first architecture matters more than it seems upfront. Connectivity in the field isn't reliable. Device variance across the Android install base is the real cost of mobile AR; a feature working on one device doesn't mean it works everywhere. Batch model loading with clear progress indication cut down on perceived hangs during downloads. Owning the whole stack solo meant no handoff friction, but also no second pair of eyes, so code review discipline had to be self-imposed.
Unity · C# · AR Foundation · Easy AR · OpenXR · REST API · JWT · SQLite · Addressables · Unity IAP · WebView · uGUI · TextMeshPro · DOTween · Newtonsoft.Json · NativeGallery · Secure Storage · iOS App Store · Google Play
Featured screenshot
Screenshot
Screenshot
More case studies are available on request. Some work is under NDA.
Services
Scoped to enterprise training. If your problem is on this list, we are probably a fit.
Procedure-based environments where people complete tasks, get feedback, and build muscle memory without touching the real system. Built for repeat use, assessment, and honest performance on the hardware you actually deploy.
Mobile AR on iOS and Android through AR Foundation is where I've shipped production apps. I also build for Meta Quest and deliver through WebXR in the browser. Platform choice follows your users and your IT constraints, not habit.
Engineering-grade models tuned for real-time performance. I work from your CAD files, drawings, or specs and deliver accurate assets with proper LODs, optimized materials, and the right format for the target device.
Not every training problem needs XR. I assess the use case, the user population, and the deployment environment, then scope the architecture before any code gets written. If XR is the wrong tool, I say so before you spend $150K finding out.
Why hire me
No prototypes that need rewriting. Architecture for scale, performance optimization baked in, memory management that survives eight hours of training on a headset. Code that ships.
I understand IT constraints, deployment pipelines, and safety-critical work. Not every decision is technical. Budget matters. Deadlines matter. Support matters after launch.
Every frame counts in XR. I optimize for the lowest-spec device in your fleet, not peak hardware. Profiling and tuning are not afterthoughts. They're built into the development process.
You talk to the person building the software. No intermediaries. No design-to-dev handoff where assumptions get lost. You ask a question, you get an answer from someone who knows the full context.
Architecture, development, testing, deployment, and post-launch support. I own the full cycle. If something breaks in production, I fix it. No blame-shifting between teams.
I tell you what's possible, what's risky, and what's overkill. Not every requirement is worth building. I help you ship fast, not build forever.
Credentials
Shipped in production: AR Foundation on iOS and Android, live on the App Store and Google Play across 12+ releases, plus Easy AR and the Addressables content pipeline behind them. Built but not yet shipped commercially: Meta Quest via the XR Interaction Toolkit and Meta SDK, and WebXR for browser delivery. I keep that line clear on purpose. Ask me about any platform and you will get the same answer you would get in month three.
My work runs on real devices in real environments. That means building for flaky networks, tight storage, hardware variance across a fleet, and users who never read the manual.
Available immediately. I take white-label contract capacity from agencies and studios: hourly for ongoing work, fixed-price on a defined scope. I work in your repo, under your NDA, reporting to your PM. Non-solicit clauses are fine. Rate on request, and I would rather start with a small paid task than ask you to take a six-figure bet on a stranger. Direct client work is scoped case by case; larger programmes I scope with partners rather than pretend one developer can absorb them.
Experience
Sole Unity developer shipping AR/VR training apps for industrial and enterprise clients. Built and shipped Visual3D, a cross-platform EdTech app, end to end: auth, AR, offline caching, subscriptions, and REST API integration.
Six-month contract for a US software company, delivered remotely from Pakistan. Built the editor-based content management module for a healthcare AR training application: the tooling their team uses to author and maintain training content without a developer in the loop. Product under NDA. Their Senior Project Manager wrote the recommendation below.
Co-founded a small mobile game studio. Built and published multiple titles on Google Play, monetized through ads and in-app purchases. Wound down as Google policy shifts made organic discovery and ad economics unsustainable for a small studio.
Developed multiple mobile games from scratch: gameplay, UI, optimization, and publishing. The standout title was an FPS shooter that crossed 100M+ downloads on Google Play with 615K+ reviews. Recognized internally as developer of the year.
Started as an intern, converted to a paid role. Learned Unity from the ground up: 2D and 3D mobile games, gameplay scripting, UI systems, and the full publish cycle. Foundation for everything that came after.
Reference
Abdul Wahab worked with us as a contract Senior Unity Developer on an AR training application. He built the editor-based content management module and owned it end to end, working independently across time zones with minimal supervision. He was straightforward about scope and timelines and delivered what he said he would. I’d work with him again.
Zeerak Khan, Senior Project Manager · Powerhouse · August 2026
Written after a six-month remote contract delivered from Pakistan to a US team, by the project manager who supervised the work. Verifiable on my LinkedIn profile, where it sits against the reviewer's real name and employer. Further references available on request.
Expertise
Process
Understand the training problem. Who are the learners? What's the procedure? What constraints exist? Platform assumptions get questioned.
Technical architecture and platform selection. What's essential. What can wait. Realistic timelines and budgets. Clear deliverables.
Rapid iteration with your users. Test on actual hardware. Validate assumptions. Inform the full build with real feedback.
Production-grade architecture. Performance profiling on target hardware. Regular builds on device. Weekly check-ins.
QA on fleet hardware. App store submission if needed. Deployment and operator training. Post-launch support.
Questions
Yes, this is most of my work. I deliver white-label under your NDA, in your repo, with your PM. You keep the client relationship and the narrative, and non-solicit clauses are fine by me. I work hourly for ongoing capacity or fixed-price on a defined scope, whichever suits how you run projects. Rate on request, and I'm happy to start with a small paid task so you can check fit before committing.
Yes. I can work as part of an internal team or alongside your existing developers. I prefer clear scope boundaries and direct communication with leadership.
Absolutely. Most of my work is under NDA. I have standard agreements in place and can sign yours. Confidentiality is non-negotiable.
Yes. Fast, focused prototypes that validate assumptions. But I also tell you when an MVP scope is too small to prove value. Sometimes you need to build the full thing from the start.
Mobile AR is where my production work lives: iOS and Android through AR Foundation and Easy AR, live on the App Store and Google Play across 12+ releases. Meta Quest 2 and 3 I build on with the XR Interaction Toolkit and Meta SDK, but that work has not gone to a commercial client yet, and I would rather you hear that from me now than find out in month two. WebXR and OpenXR the same. If your job is Quest-first and you need someone who has shipped Quest to a paying client, I am not your first choice, and I will tell you that on the call.
I am on PKT, UTC+5. That gives me full overlap with European working hours and the first half of the US East Coast day; for US Pacific teams I take calls in my evening. In practice a US or UK PM sends work at the end of their day and finds it moved by their morning. I ran a six-month contract for a US company on exactly this pattern. Standups, sprint calls, whatever cadence you already use, I fit into it rather than asking you to change.
I sign your contract, your NDA, and your non-solicit; I do not need you to adopt mine. I invoice monthly in USD. Tell me how you normally pay overseas contractors and I will confirm on the first call whether I can receive it, before either of us spends time on scope. I am an independent contractor, so there is no employment relationship, no local entity requirement, and no payroll exposure on your side. If your finance team needs a W-8BEN or any equivalent tax form for their records, send it across and I will complete and return it.
A fair question, and the honest answer is that a solo contractor is a real single point of failure. What I do about it: everything lives in your repository from day one, never mine. I write the handover documentation as I go rather than at the end, so any competent Unity developer can pick the work up cold. Commits are frequent and legible. No private build scripts, no undocumented magic, no dependency on my machine. If I am hit by a bus, you lose time, not the project. For anything longer than a few months I would also rather you keep a second developer with repo access than pretend the risk is not there.
Contact
If you are an agency with a Unity gap on a live job, tell me the scope and the deadline and I will tell you the same day whether I can take it. If you are closer to the training problem itself, describe the procedure, the environment, and who needs to learn it, and I will tell you straight whether XR is the right tool. No sales call, no deck.