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Adil B.
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Adil B.

Unity Developer & Technical Artist | WebGL, VR, Shaders, 3D Game Art

I help product teams build ambitious games and real-time 3D products where engineering, performance, and visual quality all have to work together. Whether you’re validating an early prototype, building an MVP, or scaling an existing product toward production, my strength is moving comfortably across those boundaries. I can architect C# systems, diagnose CPU/GPU bottlenecks, optimize rendering for mobile, VR/XR, or WebGL, write shaders, work with the 3D asset pipeline, refine lighting and visuals, and still keep sight of the product we are actually trying to ship. 🚀 Top Rated Plus | $100K+ Earned | 4,000+ Upwork Hours | 100% Job Success I have 13+ years of experience across software engineering, game development, technical art, and real-time 3D. My work has grown from games and 3D environments into multiplayer applications, VR experiences, mobile products, browser-based 3D platforms, simulations, visualization tools, and immersive interactive software. Today, I work best with startups and product teams that need someone who can take meaningful ownership rather than simply implement isolated tickets. 🧩 Product Engineering I can take a Unity product from prototype or MVP through architecture, implementation, optimization, deployment, and production iteration. I’m equally comfortable starting from a rough concept, joining an existing codebase, or helping turn a working prototype into a robust product. My work includes: • C# architecture, gameplay, and interactive systems • MVP and prototype development • Simulation systems and real-time applications • Multiplayer and real-time networking • Backend/API integrations, WebRTC, Supabase, and AWS • CI/CD, editor tools, debugging, refactoring, and cross-platform deployment ⚡ Mobile, VR/XR, WebGL & Performance Performance is something I consider throughout development, not as a final cleanup phase. I work across CPU/GPU profiling, draw calls, overdraw, shader complexity, memory, textures, meshes, LODs, asset loading, build size, and rendering architecture. On mobile, I balance visual quality against GPU cost, memory, thermals, and device capabilities. In VR/XR, I design around strict frame-time budgets to maintain user immersion and comfort. On WebGL, I focus on browser memory, loading time, build size, compatibility, and efficient rendering. I enjoy finding the right technical and visual trade-offs for the hardware the product actually needs to run on. 🎨 Rendering & Technical Art This is where my background becomes unusual for a software engineer. I work directly with HLSL, Shader Graph, URP, HDRP, custom materials, lighting, VFX, post-processing, PBR workflows, environment art, and Blender/Maya/3ds Max pipelines. Because I understand both engineering and art production, I can work with artists and designers at the asset level while understanding what those decisions mean for frame time, memory, loading, and maintainability. The goal is not simply to make a product look good. It is to make it look good, perform reliably, and remain practical to ship and maintain. ⚙️ Core Technologies Unity • C# • Mobile • VR/XR • WebGL • Real-Time 3D • Performance Optimization • Technical Art • URP • HDRP • HLSL • Shader Graph • Rendering • Multiplayer • Photon • WebRTC • REST APIs • WebSockets • Supabase • AWS • CI/CD • Blender • Maya • 3ds Max 🤝 How I Work I’m most valuable when I’m given a real problem to own. I communicate clearly, think in terms of the complete product rather than only my individual task, and try to identify technical and production problems before they become expensive. Many of my client relationships have lasted years because I’m comfortable becoming part of the team, working independently, and taking responsibility for outcomes rather than simply delivering code. If you’re building a prototype, MVP, game, simulation, VR/XR experience, mobile product, or interactive real-time 3D application and need someone who can bridge engineering, performance, and visuals, I’d be happy to learn more about what you’re building.

🇲🇦Taza, Morocco$50/hr100% JSS5.00 (13)Since Feb 2018
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Earnings and projects

MRR
$5.9k

Last 6 months ÷ 6

World#3,938 / 412k
🇲🇦Country#4 / 1,706
Revenue, last 30 days
$3.5k

Last 6 months: $36k

World#10,179 / 412k
🇲🇦Country#29 / 1,706
Total earnings
$184k

Billed in all: $191k

World#17,404 / 412k
🇲🇦Country#28 / 1,706
Per project
$8k

$5.9k in the last 6 months

World#20,878 / 412k
🇲🇦Country#65 / 1,706
Projects, last 6 months
6
17% fixed83% hourly
World#34,405 / 412k
🇲🇦Country#130 / 1,706
Projects in all
23

Across 26 contracts

46% fixed54% hourly
World#120,400 / 412k
🇲🇦Country#432 / 1,706

Earnings, last 30 days

$191k+$3.5k earned in the last 30 daysBilled in all, before Upwork's fee · drag across the chart to see what was earned in any stretch
$186k$188k$190k$192kOct 8Oct 23Nov 7

Skill rankings: #1 in 1 skill of 20

Rarest: top 0.58% in Game Art, of 1,217. Ranked by MRR among everyone on Upwork with the skill.

  1. 1Texturing & Shading130 freelancers · 🇲🇦 #1Top 0.77%
  2. 3Simulation Game112 freelancers · 🇲🇦 #1Top 3%
  3. #43D Texturing & Lighting593 freelancers · 🇲🇦 #1Top 0.67%
  4. #5Multiplayer293 freelancers · 🇲🇦 #1Top 2%
  5. #5VR Application178 freelancers · 🇲🇦 #1Top 3%
  6. #7Game Art1,217 freelancers · 🇲🇦 #1Top 0.58%
  7. #73D Texturing1,001 freelancers · 🇲🇦 #1Top 0.70%
  8. #7Game Prototype325 freelancers · 🇲🇦 #1Top 2%