Hi, I’m Bilal, a Software Engineer specializing in real-time systems, scalable backend architectures, and interactive 3D experiences.
I’ve spent the past 6+ years building production-grade software across gaming, simulation, and enterprise visualization from multiplayer platforms and robotics simulations to large-scale BIM pipelines used in holographic environments.
I love solving complex engineering problems, designing clean and modular systems, and building products where performance and experience truly matter.
Senior Software / Unity Engineer — Tekle Holographics
Feb 2025 – Present
At Tekle Holographics, I contributed to the development of advanced real-time visualization and holographic systems used by enterprise clients to interact with complex data in intuitive 3D environments. Tekle’s software ecosystem including tools like THSDK for Unity and solutions built on the RealityBridge engine powers immersive experiences that transform BIM, CAD, GIS, and point cloud datasets into interactive holographic representations.
Key Contributions & Achievements
Built real-time data processing and runtime systems for large-scale 3D environments used in products such as RB Construction, enabling smooth visualization and interaction with complex BIM and CAD models.
Developed core components of the THSDK for Unity, a modular SDK that bridges Unity workflows with enterprise holographic applications, providing tools and APIs for rapid holographic development.
Implemented performance and memory optimizations — including level-of-detail (LOD) systems, culling strategies, and streaming pipelines — to maintain high performance when handling multi-million-polygon models and dynamic datasets.
Designed and built editor tools and developer utilities that accelerated team productivity and streamlined workflows for integrating data from sources like Navisworks, Revit, and point clouds.
Collaborated with cross-functional product and engineering teams to ensure the SDK and runtime systems met high standards of scalability, maintainability, and extensibility across multiple applications.
Contributed to engineering processes including automated testing, CI/CD setup, and performance profiling, improving reliability and team velocity.
RealityBridge Construction transforms how construction teams visualize, coordinate, and manage complex building projects. Rather than replacing industry-standard tools like Autodesk Revit, Navisworks, or ArcGIS, it unifies and enhances them in a shared holographic environment.
The THSDK for Unity bridges the gap between traditional 3D development and holographic computing. Built specifically for Unity developers, it provides powerful tools and components that make holographic app development as intuitive as creating traditional 3D experiences.
Unity Engineer — Youniverse Games Sdn. Bhd.
May 2022 – Jan 2025
Kuala Lumpur, Malaysia
At Youniverse Games, I worked as a Software Engineer on the company’s metaverse and multiplayer ecosystem. My role centered on developing the networking architecture, integrating backend services, and improving the performance and stability of large interactive environments. I collaborated with backend, gameplay, and content teams to build scalable systems used by both players and enterprise partners participating in Youniverse’s virtual experiences.
Multiplayer Networking and Platform Systems
Designed and implemented networking frameworks using Mirror, WebSockets, and REST for authentication, matchmaking, lobbies, user profiles, and synchronized gameplay states.
Integrated backend systems for user data, leaderboards, cloud saves, and progression.
Improved reliability and throughput of backend communication by working closely with server engineers to optimize request handling and error recovery.
Performance Optimization and Runtime Stability
Improved runtime performance by profiling critical systems, tuning garbage collection, and eliminating memory leaks.
Built asset streaming and dynamic scene loading pipelines, reducing initial load times by approximately 50 percent and stabilizing memory usage on mobile and WebGL platforms.
Optimized high-frequency gameplay loops, reducing allocations and improving frame stability under heavy load.
Systems Design, Architecture, and Tooling
Contributed to the architectural foundations of Youniverse’s metaverse framework, enabling modular content loading and reusable gameplay components.
Developed Unity editor tools and debugging utilities that accelerated iteration for designers and supported efficient production workflows.
Participated in code reviews, mentored junior engineers, and contributed to engineering standards and architectural decisions across the team.
Enterprise Virtual Showrooms and Interactive Experiences
Contributed to the “Businesses in the Metaverse” initiative by helping build branded experiences such as virtual stores, 3D showrooms, and interactive mini games.
Delivered solutions capable of handling large asset sets, real-time interactions, and client-specific design requirements.
My work improved performance, scalability, and reliability across Youniverse’s platform. I helped establish stronger engineering foundations, delivered large performance gains on constrained platforms, and contributed to the technical evolution of the metaverse architecture.
Explore an immersive environment where you can socialize, play mini-games, and unleash your creativity. Whether you're looking to challenge friends, shop, or create your dream virtual life, Youniverse: Your Life is your gateway to endless possibilities.