Principal Graphics Engineer

I build the systems behind visual work.

I’m Tariq Mehmood, a graphics engineer and technical director. My work has spanned motion design, VFX, games and software since 2006. Today I design rendering systems, GPU simulation and creative tools.

I am based in Pakistan and available worldwide through remote employment or B2B contracts.

Since 2006building visual work and the systems behind it
04native products shipped at Alloy Station
2M+downloads on a flagship mobile game

Current systems

Three products.
One technical direction.

Each product follows the same direction. Difficult graphics and systems work stays inside the tool so artists and game teams can work more directly.

In development. Planned after ViStudio.02

WebGPU game technology

Braze Engine

A WebGPU game engine and editor built around familiar authoring, versioned scene data, character and animation systems, and lean player builds that include only what each game uses.

  • Editor and runtime architecture
  • Scene-compiled player builds
  • Character and animation foundation
  • GPU particles and physics foundation
Available now03

Commercial Unity tool

BrazeFX

Real-time volumetric fire, smoke and visual effects for Unity 6 URP. It is a shipped GPU simulation product for technical artists and game teams.

Visit BrazeFX

What I do

Visual judgment.
Systems depth.

Graphics

Graphics and runtime architecture

Rendering pipelines, GPU simulation, performance budgets, scene systems and production runtimes across Unity, native platforms and the browser.

Direction

Technical direction

I define architecture, set performance budgets and investigate difficult failures. My work spans research, implementation planning, code review, profiling and release.

Tools

Creative tool design

Twenty years inside artist workflows informs how tools should feel: fast feedback, a high ceiling, clear defaults and complexity revealed only when it earns its place.

Products

Product systems

Native application architecture, local data, licensing, updates, analytics and media pipelines. These are the foundations required to operate shipped software.

Shipped evidence

Evidence from
shipped work.

Platform engineeringFlagship proof

Alloy Emulator

An Apple Silicon Android emulator for macOS spanning virtualization, AOSP, input systems and graphics translation.

Explore the product
Native macOS softwareProduct suite

Alloy Station utilities

Alloy Mouse, Recorder and Cleaner share one native product foundation across precision input, screen capture and Mac maintenance.

  • Mouse
  • Recorder
  • Cleaner
Visit Alloy Station
Game developmentLong-range proof

Snackgamer

A mobile game studio with 150+ concepts and prototypes, including a flagship title that reached more than two million downloads.

Visit Snackgamer

Career path

Artist to systems architect.

The disciplines changed. The thread did not: understand a visual problem deeply, then build the machinery needed to solve it.

  1. Foundation
    Motion design and VFX

    Since 2006, visual language, animation, composition and production craft have formed the base of my work.

  2. Real time
    Interactive work and Unity

    Interactive advertising, game development, simulation and technical art moved that visual foundation into real time.

  3. Product systems
    Native apps and platform engineering

    macOS products, Android emulation, capture pipelines and reusable product infrastructure expanded the systems depth.

  4. Current work
    GPU creative systems

    ViStudio, Braze Engine and BrazeFX continue the same focus on rendering and authoring systems built around real creative work.

Visual foundation

Selected motion
and VFX work.

That artistic foundation keeps every software decision connected to how visual work is actually made.

Open the full film archive 30 more projects

Selected brands in my production work

ADNOC Gas, Canon, Emaar, Emirates, Majid Al Futtaim, Mastercard, NAFFCO and P&G

Contact

Building something
visually ambitious?

I am open to principal graphics roles, technical direction and focused architecture or consulting work in real-time rendering, creative tools and game technology.