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Trusted by major brands and product teams across XR, apps and product delivery, including award-winning work in motorsport, virtual events, infrastructure, and branded experiences.
I am the owner and founder of Simam Digital where I spend most of my time building AI, XR and digital products. I build end-to-end products from concept to launch from design to development and deployment. Many of the AI, XR and digital products showcased here were built independently and through client engagements delivered by Simam Digital. Visit Simam Digital.
From idea to MVP to production with execution-first delivery.

Develop stunning interactive experiences that transport players to new worlds, captivate them with compelling stories, and connect them through unique social experiences.

Design engaging apps and immersive experiences that captivate audiences, create memorable AR and VR activations, and entertain with mini-games, driving brand awareness and customer engagement.

Create interactive solutions that drive sales, provide valuable training, and address complex visualization challenges.

Harness the power of AI with OpenAI and Azure AI to build intelligent solutions that drive efficiency, enhance user experiences, and provide deep insights through advanced data analysis.

Build VR tools, apps, and games that completely immerse your audience in new worlds.

Develop mobile AR experiences that overlay 3D content onto the real world, bridging the gap between digital devices and our shared environment.

Combine virtual elements with the physical world to create memorable spatial experiences for your customers.

Leverage cutting-edge blockchain technologies, including Ethereum, Thirdweb, and Semantic Kernel, to create secure, transparent, and decentralized applications that meet your business needs.
I work with startups, innovation teams, agencies and SMEs to move from concept to launch with less risk and faster execution.
Email: junaid.malik@simamdigital.com
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Problem: SMEs needed faster multi-channel campaign execution with fewer manual steps.
Built: A unified AI-assisted campaign workflow with generation, planning, and deployment.
Role: Product architect and lead full-stack developer.
Outcome: Teams moved from fragmented workflows to one operating system for campaigns.
Tech: React, Firebase, Stripe, AI workflows.

Problem: Leadership teams struggled to prioritise AI opportunities and execution roadmaps.
Built: A guided strategy platform for use-case mapping and implementation pathways.
Role: Product designer, workflow architect, and implementation lead.
Outcome: Faster decision cycles and clearer AI implementation plans.
Tech: React, structured outputs, workflow orchestration.

Problem: Operators lacked a unified view of assets, metrics, and context in one interface.
Built: A spatial dashboard combining location intelligence, KPIs, and situational views.
Role: Full-stack product engineer and data-model architect.
Outcome: Improved operational clarity for planning and monitoring workflows.
Tech: Web dashboard stack, API integration, data modelling.

Problem: Industrial teams needed faster visibility into operations and scenario analysis.
Built: A simulation-led visual platform for monitoring and decision support.
Role: Lead product engineer across frontend, workflows, and integration logic.
Outcome: Enabled teams to review operational states in a single digital environment.
Tech: Frontend architecture, ingestion workflows, visual simulation.

Problem: Airport teams needed a clearer operational overview across assets and passenger flow.
Built: A spatial SaaS prototype for infrastructure visibility and planning support.
Role: Product scoping lead and interaction architect.
Outcome: Improved stakeholder alignment around roadmap and system requirements.
Tech: Dashboard UI, spatial data views, workflow mapping.

Problem: Logistics teams were managing fragmented tracking and incident workflows.
Built: A web-based monitoring environment with alerting and operational decision support.
Role: Workflow designer and implementation lead.
Outcome: Faster incident visibility and clearer operations decision paths.
Tech: Web UI, orchestration logic, operations dashboards.

Factory layout and operations insight prototype for real-time status visibility and planning.
Claude contribution: architecture support and component-level planning.
SEO optimisation workflow platform focused on lead intelligence and performance recommendations.
Claude contribution: output structure design and workflow prototyping.
Over the course of three months, I developed an immersive VR driving simulator designed for a driving safety event. The project involved creating three distinct scenarios, each tailored to enhance participants' awareness and response to various driving conditions.
Urban Driving Scenario: This scenario simulated a bustling city environment, complete with pedestrian crossings, traffic lights, and unpredictable obstacles. The focus was on teaching defensive driving techniques and the importance of staying alert in high-traffic areas.
Highway Driving Scenario: This scenario featured a realistic highway setting, where participants navigated through high-speed traffic, lane changes, and unexpected road hazards. The goal was to improve participants' decision-making skills and reaction times in fast-paced driving conditions.
Adverse Weather Scenario: In this scenario, participants experienced driving in challenging weather conditions, such as heavy rain, fog, and icy roads. This scenario aimed to educate drivers on how to maintain control and safely navigate their vehicles in poor visibility and slippery conditions.
🏆 Award-Winning VR Innovation
Lead developer on the world's first autonomous Formula-1-style racing VR experience for A2RL, delivered with Focal Point VR in the UAE and showcased at Yas Marina Circuit.
The experience combined immersive race presentation, multi-camera viewing, big-screen broadcast moments, telemetry-driven storytelling, and VR interaction design to create a new kind of motorsport viewing product.
The project received industry recognition for innovation, international media coverage, and was privately demonstrated to senior UAE leadership and members of the royal family.
Technology lead on early 3D fashion and metaverse commerce work for Digital Village (VLGE), helping create interactive virtual experiences and tooling for digital garments and branded environments.
My role covered Unity development, WebGL delivery, UX flow, performance optimisation, and the technical foundations needed to support richer digital fashion experiences in-browser.
As a Unity Developer on the V-BLDR Metaverse Builder project, I played a pivotal role in advancing an innovative virtual environment that empowers users to create, customize, and interact with 3D spaces. This project leverages the robust capabilities of Unity, enabling users to construct their own metaverse with an immersive and interactive experience.
Key Contributions:
1. Project Architecture and Clean-Up:
I initiated the project by migrating and cleaning up the legacy code from the "web-client" to ensure seamless compatibility with Unity 2022.3.2f1. This involved a thorough reorganization of the project structure, categorizing assets, core functionalities, modules, scenes, and plugins into specific folders, thereby enhancing maintainability and scalability. This foundational work set the stage for efficient development and future expansions.
2. Development and Integration:
I was responsible for developing and integrating several modules critical to the V-BLDR app. This included Builder.Assets, Builder.Core, Builder.Modules, and Builder.Resources. My work enabled users to effortlessly create and manipulate 3D objects and scenes within the metaverse. Additionally, I integrated third-party plugins and libraries, such as GraphQL and post-processing tools, to boost the app's functionality and performance.
3. Legacy Module Management:
Handling legacy modules was a significant challenge. I managed to isolate and decouple tightly integrated packages, transforming them into separate, modular components. This approach ensured that legacy functionalities were retained while improving the overall structure and performance of the project.
4. Scene Management:
In managing project scenes, I organized both old and new scenes into appropriate categories. This involved creating new scenes and updating existing ones to align with current project requirements and design guidelines. This systematic approach ensured that all scenes were easily accessible and maintained.

In my role as a senior developer at One City Global, I spearheaded the development of a groundbreaking project focused on creating a prototype of a Digital Twin for small and medium-sized enterprises (SMEs) in the UK and Europe, particularly Germany. Leveraging my expertise in Unity, I led the design and development of an immersive Unity application aimed at replicating the operational intricacies of these businesses within a digital environment.
Responsibilities:
Unity App Design/Development: I was responsible for conceptualizing and implementing the architecture of the Unity application. This involved translating the unique characteristics and functionalities of SMEs into a virtual representation, ensuring accuracy and usability.
UI/UX: With a keen focus on user experience, I crafted intuitive user interfaces that facilitated seamless interaction with the Digital Twin. From navigation menus to interactive elements, every aspect of the UI was meticulously designed to enhance usability and engagement.
Testing and Delivery Across Web GL: Ensuring the reliability and performance of the Unity application was paramount. I conducted thorough testing across various platforms, including Web GL, to identify and address any bugs or performance issues. Additionally, I oversaw the seamless delivery of the application, ensuring compatibility and functionality across different devices and browsers.
Built experimental XR systems and immersive product prototypes for Sky's next-generation experiences, including Sky Worlds and early prototype work connected to Sky Glass direction.
I focused on UI/UX improvements, rapid concept prototyping, and immersive interaction design, helping shape how sports, entertainment, and interactive viewing could feel in future Sky products.
The work received direct recognition from senior leadership for technical innovation and forward-thinking product development.

As part of a contract project with SKY, I had the opportunity to contribute to the development of a series of internal prototypes aimed at enhancing the user interface (UI) and user experience (UX) for video playback of SKY Channels and Movies. Leveraging my expertise in Unity and C#, I collaborated with the SKY team to create innovative solutions that would elevate the viewing experience for SKY customers.
The objective of this project was to develop prototypes that would explore and showcase new UI/UX concepts for video playback of SKY Channels and Movies. These prototypes served as internal tools for the SKY team to evaluate and iterate upon, with the ultimate goal of improving the overall usability and engagement of SKY's streaming services.
🌎Green Earth Metaverse is a Real Time Strategy game about resource management. building and keep your land in good condition and preventing effects of climate change in your virtual city. It will be a mix of mechanics including survival, strategy, multiplayer and resource management simulator. Is essence it will be similar to popular titles like Clash of Clans, Age of Empires, Minecraft. 🌎
Aim of the project:
The project is about connecting the virtual gaming economy to climate change organizations providing funding towards partners who are active in climate change. As each player takes part in the how they play game will act as a way to educate people on climate change as well as creating way to provide funding towards such organizations like Team Trees.

Project Overview:
The project's primary objective was to develop a dashboard that would centralize and present CO2 data in a visually engaging and easy-to-understand format. By aggregating data from a custom repository, we sought to provide stakeholders with actionable insights into carbon emissions trends, facilitating informed strategies for mitigating environmental impact.
Key Responsibilities:
Dashboard Development:
Using my expertise in web development technologies, I designed and developed a user-friendly dashboard interface for visualizing CO2 data. Leveraging frameworks like React.js or Vue.js, I created dynamic and responsive data visualizations that allowed stakeholders to explore CO2 emissions data through interactive charts, graphs, and maps. Additionally, I implemented features such as filtering, sorting, and exporting to enhance usability and functionality.
Data Integration:
A crucial aspect of the project was integrating CO2 data from the custom repository into the dashboard. I designed and implemented data pipelines or APIs to fetch, process, and present the data in real-time or near-real-time. By establishing seamless connections between the dashboard and the data repository, I ensured that stakeholders had access to the most up-to-date and accurate CO2 emissions data for analysis and decision-making.
Project Overview:
The project's primary objective was to develop a prototype that would serve as a tangible representation of digital twin technology's potential within industrial settings. By creating a lifelike 3D visualization of a factory, we aimed to demonstrate how digital twins can facilitate better understanding, monitoring, and optimization of manufacturing processes.
Key Responsibilities:
Unity Development:
As the sole developer on this project, I utilized Unity to bring the factory visualization to life. This involved designing and implementing the factory environment, including machinery, equipment, and production lines, with meticulous attention to detail. By leveraging Unity's powerful rendering capabilities and real-time physics simulations, I aimed to create a visually stunning and immersive experience that accurately reflected the dynamics of a real-world factory.
Digital Twin Integration:
One of the core aspects of the prototype was the integration of digital twin technology, allowing users to interact with and manipulate various elements within the factory environment. I implemented functionalities that enabled users to view real-time data, simulate different scenarios, and analyze the performance of equipment and processes. By showcasing the interconnectedness of physical assets and their digital counterparts, we aimed to highlight the transformative potential of digital twins in optimizing factory operations.
Senior developer on one of the first highly successful 3D WebGL virtual conference platforms, delivered for Shiraz Creative during the early wave of virtual events adoption.
I led Unity-to-frontend integration, AWS-backed streaming asset delivery, analytics integration, and performance work needed to support large-scale event participation.
The platform achieved strong market adoption during the virtual events boom and contributed to award-recognised client delivery.

Project Overview:
The primary goal of the project was to develop a prototype that would demonstrate the potential of digital twin technology in enhancing factory operations and efficiency. By leveraging 3D visualization techniques, we aimed to create an immersive and interactive virtual representation of a factory environment, complete with machinery, equipment, and production processes.
Key Responsibilities:
Prototype Development:
Using my expertise in 3D modeling and visualization tools, I crafted a detailed virtual replica of a factory environment. This involved creating lifelike representations of machinery, equipment, and infrastructure, as well as integrating dynamic elements such as moving parts and simulated production processes. By leveraging cutting-edge technologies like Unity or Unreal Engine, I aimed to create a visually stunning and realistic depiction of the factory.
This is remake of PS1 Classic game 'Grudge Warriors'for the PC.
Using PSX and HD texture views.
Combat action racing game where you battle opponents on an Island and must take over the base.

VR horror game set in Ireland, in my home town of Drogheda.
Horror exploration game where you must escape from a mysterious force that is chasing you.
Detailed environments
Interactive mechanics, weapons and equipment.

VR Game where you control little minions to do your bidding!
The player controls various characters to unlock puzzles and navigate obstacles but can also get hands on 'virtually' by doing things the tiny characters cannot.

AR Game were you control dragon that can fly, swim and breath fire defend its colorful land from the hoarde of Orcs.
While working at Costain, I was involved in a client project for Highways England, developing a VR driving simulator aimed at visualizing various highway designs. This project was designed to provide an immersive experience for stakeholders to explore and evaluate highway schemes through interactive driving and virtual walk-around modes.
Project Overview:
The primary goal of the VR driving simulator was to create an interactive and immersive environment where users could experience proposed highway designs firsthand. The application featured two main modes: a driving mode, allowing users to simulate driving through the highway designs, and a virtual walk-around mode, enabling detailed exploration of the highway infrastructure.
Key Responsibilities:
VR Driving Simulator Development:
I was responsible for developing the core functionality of the VR driving simulator using advanced VR development tools and techniques. This involved creating realistic driving physics, detailed 3D models of highway designs, and interactive elements that provided a lifelike driving experience. By leveraging Unity and VR hardware, we aimed to create a fully immersive environment that accurately represented the proposed highway schemes.
Driving Mode Implementation:
In the driving mode, users could navigate through the virtual highway designs using a VR headset and steering controls. I implemented realistic driving mechanics, including acceleration, braking, and steering, to ensure an authentic driving experience. Additionally, I integrated various environmental factors such as traffic, weather conditions, and road signage to enhance realism and provide a comprehensive evaluation tool for the highway designs.

While at Costain, I contributed to a client project aimed at demonstrating the benefits of virtual training during the 2019 COVID-19 lockdown. This project focused on developing an interactive VR experience that simulated baggage handling and air-side staff activities, emphasizing training and health and safety protocols.
Project Overview:
The project aimed to showcase how virtual training could effectively replace traditional in-person training sessions, which were challenging to conduct during the COVID-19 lockdown. By creating an immersive and interactive VR experience, we sought to ensure that baggage handling and air-side staff could continue their training and maintain high standards of health and safety.
Key Responsibilities:
VR Experience Development:
I was responsible for the development of the core VR experience, using Unity and VR hardware to create a realistic and engaging training environment. This involved modeling detailed airport scenarios, including baggage handling areas and air-side operations, to provide a comprehensive training tool. The VR environment aimed to replicate real-world conditions to ensure trainees could practice and learn effectively.
Interactive Training Modules:
The project required the creation of various interactive training modules that focused on different aspects of baggage handling and air-side staff activities. I developed these modules to include realistic tasks such as loading and unloading baggage, operating machinery, and following safety protocols. Each module was designed to provide hands-on experience and immediate feedback to enhance learning outcomes.

Project Overview:
The primary objective of the internal VR collaboration tool was to provide a platform where project teams could virtually showcase their work, collaborate in real-time, and leverage reusable components to expedite the development of other VR projects. This initiative aimed to foster a more integrated and efficient approach to project management and development within Costain.
Key Responsibilities:
VR Collaboration Tool Development:
I was instrumental in the design and development of the VR collaboration tool using Unity and relevant VR technologies. This involved creating a versatile and user-friendly platform that supported various VR interactions, such as virtual meetings, project walkthroughs, and collaborative design sessions. By incorporating advanced features like multi-user support and real-time updates, we aimed to facilitate seamless collaboration among team members.
Project Demonstration Capabilities:
A core feature of the tool was its ability to demonstrate specific projects across the company. I developed functionalities that allowed users to import and present detailed 3D models, project plans, and interactive simulations within the VR environment. This capability enabled project teams to effectively communicate their ideas, gather feedback, and make informed decisions based on immersive visualizations.

A prison escape game for Android,
Sneak passed guards and escape from a virtual prison that the character has been stuck in.

Created the Meerkat simulator project at Costain to help demonstrate a safety product for unguarded level crossings to Network Rail.
The simulation was designed to visualise hazards, user interactions, and safety responses in a realistic virtual environment, giving stakeholders a compelling way to understand the product's value.
This work supported Costain's bid position and helped the company win the contract for installation with Network Rail.

Client wanted a way to bring their ad to life with a fun webgl game.

While at Costain, I led a client project that utilized HoloLens 2 to provide the management team with an interactive 3D overview of site activity and ongoing works. This project was designed to enhance site management and decision-making by offering a dynamic and immersive visualization of real-time data.
Project Overview:
The primary objective of this project was to develop a HoloLens 2 application that presented a comprehensive 3D visualization of site activities. The application leveraged data received via REST API, dynamically updating to reflect the latest site information. This interactive tool aimed to improve situational awareness, facilitate project management, and enhance communication among the management team.
Key Responsibilities:
HoloLens 2 Application Development:
I was responsible for the end-to-end development of the HoloLens 2 application using Unity and the Mixed Reality Toolkit (MRTK). This involved creating a detailed 3D model of the construction site and integrating interactive elements that allowed users to explore different aspects of the site in augmented reality. By utilizing HoloLens 2's advanced features, we aimed to provide an intuitive and immersive user experience.
REST API Integration:
A critical component of the project was integrating real-time data from various site sensors and management systems via REST API. I developed and implemented data pipelines that fetched, processed, and displayed the latest site information within the 3D visualization. This ensured that the management team had access to up-to-date data on site activities, progress, and potential issues.

The primary objective of the internal AR project viewer tool was to provide bid teams with a powerful and interactive platform to showcase project proposals. By leveraging augmented reality, the tool enabled dynamic and immersive presentations of project designs, helping to illustrate key features and benefits to stakeholders and clients. Additionally, it promoted the reuse of AR components, streamlining the development process for future projects.
Key Responsibilities:
AR Project Viewer Development:
I was responsible for the development of the AR project viewer tool using Unity and AR frameworks such as ARKit and ARCore. This involved creating a versatile platform that could load and display detailed 3D models of project designs in an augmented reality environment. By leveraging these technologies, we aimed to provide an engaging and realistic representation of proposed projects.
Interactive Project Demonstrations:
To effectively demonstrate specific projects, I developed interactive features within the AR viewer. These features allowed users to explore 3D models from different angles, zoom in on critical areas, and interact with various project components. This level of interactivity helped bid teams convey complex design concepts and project benefits in a clear and compelling manner.
Shuttle Commander allows you to take part in the Hubble Space Telescope missions first hand with accurate recreations of the space missions, shuttle cockpit and Hubble Space Telescope. Join the crew on the space shuttle missions and assist in the deployment and servicing of the Hubble.
PLATFORM:
PS4
RELEASE :
3/12/2019
DEVELOPER:
IMMERSIVE VR EDUCATION LTD
Worked on game mechanics, interaction.
PlayStation Store Link
.

ENGAGE is a virtual communication platform that seeks to transform how people collaborate with each other globally by harnessing the power of immersive technologies.
Worked on updating code base and unit testing.

The Edgar Mitchell VR experience invites the world to join the Apollo 14 Astronaut on his mission to the Moon and into his most intimate moment of connection to life itself.
RELEASE DATE:
9 Nov, 2020
DEVELOPER:
Immersive VR Education
Worked on initial prototype and sequence design for VR.

Client requested an interactive experience to be developed for their new line of Castrol oil engine.
We developed an interactive mini-game and racing game.
Driving Mini Game Link 1
We developed a fun mini-game for our client head office event. I worked with in our in house 3D Desginer to create a fun game showcasing teams AR Kit capabiltiies.
Pogrammed the game logic, sounds effect and AR interactions in C#, XCode built for the iPad Air.

Created a fun interactive balloon popping game to tie in with client video advert.
Programmed game logic in C#, liased with 3D Designer and Digital Designer. Built for Samsung Tab S3 Android 7.0
🏆 POPAI Gold Award Winner 2017
The client wanted a simple game for clients in store to win prizes in a fun and intuitive way.
WON Gold Award in campaign and Experiential category of the POPAI Awards 2017.
Collaborated with front end designer and utilised wireless remote for people to win prizes. Worked on javascript code for remote control mechanic.

🏆 FMBE Gold Award Winner
Client wanted to engage its customers with an immersive 360 VR experience.
WON Gold Award in Shopper Influence category of the FMBE Awards.
Created intial prototypes for the project and provided consultation on VR best practises. Project was done as 360 rendering rather than real time for imporved graphical performance.

Client wanted an experience to utilise the small that there often is in-store.
We developed an immersive VR game where you can explore a large city and experience high heights which you fall off if you walk out too far
Pogrammed the game logic and VR interactions in C#, Steam VR.

Client wanted a way to bring their ad to life with a fun game. The game made a connection to server which told it if the payer had won or not based upon this a phone rang and the player listened to their winning message.
Programmed game logic in C#, liased with web developer to create server on raspberry pi.

The client wanted a simple game to demonstrate some the features of their new product.
I created a whack a mole type game and with the help of artists in the team created the assets to match the clients vision.
Programmed the game in C#, with a clean OOP architecture.

Client wanted to engage its customers with a seasonal experience as a web app.
The web app used gyscope to immerse players in the web app which allowed to search for objects in the virtual world.
I was the Lead programmer. Architected and desgined the game logic and interactions with JavaScript. Liased with Front End Developer who created all the animations, HTML CSS.

Client wanted a fun way to engage customers in a interactive VR experience, upon completing an obtaining a score customers won prizes.
I was Lead programmer, architected game logic, interactions, events, and sound programming, in C#.

We had some down time and the team challenged itself to create environments using ONLY custom / Unity Free Assets in a days work.
I created three different landscapes each with an interesting design that would intrigure a player to explore it.
Environment 1: Link
Environment 2: Link
Environment 3: Link

Client wanted an interactive photobooth that worked with a mechanic that enticed customers to explore what was hidden inside the stand.
I developed a low cost solution to a networking problem by investigating different technologies and experimenting with sophisticated set ups.
My proposed solotuion prevented the project from going over budget by £70,000
I created a wireless network that connected automatically and synced DSLR Cameras to iPads. The backend was automated to collect photos and to send them to cloud DB by the end of the activity each day.

Collborated with desginers to create an interactive in store reaction game to win prizes.
I worked on the interaction of getting a phsyical button working the game.
Programmed in JavaScript

An interactive experience was required to engage customers in store to connect them wih a strong brand exeprience.
This project involved working with hardware and integrating it with custom software. Combining the two together to create an interactive cycling game.
An actual bike had sensors which sent input to the Unity game in C#.
I was the lead programmer and level designer. Created assets in Blender and pogrammed game mechanics and logic in C#

This project was created to celebrate launch of a new product in the clients head office.
A VR diorma scene was created to repersent the onsite environment.
Lead programmer and level desginer for project, created effects and aniamtions usign Unity.

An interactive AR application triggered by using cards.
Each card triggered a different snowglobe.
Inside there was clickable areas whichallowed the user to play mini games.
Lead programmer and environment desginer for the application.
An immersive VR project to create a living and breathing park.
Worked on Level Design and Effects.
.

Casual bike time trial game.
Responsible for Scripting, Animation and Effects.

Movie trivia Quiz Game, answer three questions and win a prize.

Exodus is a real time strategy game in development for Desktop PC. (Currently in development).
Responsible for Sound Design & Production.

Sold over 85 copies in USA, Europe and Japan.
Voyage of Kepler is a first person shooter / adventure game where you play as Jonathan Parker a NASA astronaut who is sent on a mission to an exoplanet to ensure survival of the human race. As Earth is all but dried up of its resources from years of human transformation and increased Co2 emissions it has become a dying rock with its time ticking away. So your mission simple seek Earths twin, but not all is as it seems.
Tiger's Maze is a casual tilt game where you have to guide the ball to an exit and avoid the enemies being a group of cat's who want to spoil the fun. They will chase after the ball and push it over.
Hearing is an important ability to human beings in which we perceive sounds. Sound waves occur over a wide spectrum of frequencies. The human ear is sensitive to a frequency band within that spectrum that is expressed in decibels (dB). Frequencies capable of being heard by humans are called audio or sonic. The range is typically considered to be between 20 Hz and 20,000 Hz (Hertz).
To read more check out my report in the following link:
"Clear technical leadership from discovery through delivery. We shipped faster with less rework."
Innovation Lead
Enterprise Media Team
"He translated complex requirements into a product path we could execute quickly and safely."
Product Manager
Digital Twin Programme
"Strong owner mindset, rapid iteration, and consistent communication across stakeholders."
Programme Director
Immersive Product Team
Define success criteria, user flows, and delivery risks before development begins.
Implement the highest-value scope first with rapid iteration and weekly visibility.
Harden architecture, workflows, and release process for reliable production outcomes.
I work in an agile, iterative way with daily stakeholder engagement, fast feedback loops, and flexibility when priorities change. Engagements usually move from ideation, storyboards, and mocks into MVP delivery, release management, and post-launch iteration, with support across release cycle planning, social media management, content planning, content drops, and UGC release planning when the product needs it.
Selected technologies used across MVP, SaaS, and interactive systems delivery.







Tell me your product goal, timeline, and constraints. I will map the fastest path from idea to MVP and production.
How quickly can you deliver an MVP?
Most MVP engagements ship in 4-12 weeks depending on scope and integrations.
What types of products do you build?
AI SaaS tools, interactive dashboards, digital twins, and real-time product experiences.
Can you work from an existing codebase?
Yes. I support both greenfield builds and rescue/modernisation work on existing products.
Do you handle architecture as well as coding?
Yes. I lead architecture, implementation, and delivery planning end-to-end.
Do you support post-launch iterations?
Yes. I can continue with performance, reliability, and feature iteration after launch.
For any qeuries or questions fill out contact form below.
Social Side
More Than the Portfolio
Instagram is where the less corporate version of me shows up. Behind the builds, real-life moments, events, experiments, and the energy around the work.
If someone wants the Gen Z side of the brand, this is the place to send them. It adds personality, taste, and proof that there is a real human behind the technical delivery.
Best for: behind-the-scenes clips, shipped work, day-in-the-life moments, event appearances, and personality-led updates.
Instagram
@junaid_malik_109
01
Behind The Builds
Work-in-progress clips, dev energy, product snapshots, and launch moments.
02
IRL Personality
Events, daily moments, taste, lifestyle, and the person behind the shipping.
03
Creative Taste
Visual inspiration, ideas, experiments, and the mood around new projects.
Live Feed Ready
This card can be swapped for a real Instagram widget later if you want auto-updating posts.