Tariq Mehmood

@tarscode

12 years of shipping pixels and the systems behind them.
Code, games, VFX, realtime & offline graphics.

Currently Working On

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Braze FX

A real time visual effects authoring studio built entirely for the browser. Design pyro, smoke, fluid, and destruction effects with instant GPU accelerated feedback, no installs, no render queue, no waiting. Built for artists who need to iterate at the speed of thought.


Featured Products

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Alloy Emulator

Play Android games on your Mac. Fast emulation with gamepad support and a beautiful native experience.

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Alloy Mouse

Precision mouse and trackpad utility for macOS. Tune scrolling, pointer speed, and gestures for each device.

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Alloy Recorder

A native macOS screen recorder built on ScreenCaptureKit. Capture, annotate, and export, no clutter, no bloat.

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Alloy Cleaner

Smart Mac cleanup that finds invisible clutter, caches, build artifacts, orphaned files, and tells you exactly what's safe.


Studios I Run

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Alloy Station

Native macOS apps. The home of Alloy Emulator, Mouse, Recorder, and Cleaner, premium tools built close to the metal.

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Snackgamer Studio

Mobile game studio. 150+ prototypes, 2M+ flagship downloads, shipping on App Store and Google Play. Unity, C#, and rapid iteration.


About Me

I work close to the metal, whatever the stack. On Apple platforms that means Swift, SwiftUI, and the harder layer beneath: ScreenCaptureKit, AVFoundation, IOKit, Core Animation. On other platforms it means C, C++, custom runtimes, GPU programming, AOSP for Android emulation, device drivers, capture pipelines, parallel scanners, and real time graphics. This is the deep systems work most teams outsource, across more than one ecosystem.

I build the platform around the product, too: licensing, app updates, analytics, sync, and settings. I write those foundations once, then reuse them across every app I ship. That's how a solo studio maintains an entire suite without cutting corners.

Concept, design, code, release, no handoffs, no waiting. Right now I'm pouring that same depth into a full 3D engine (details soon). If you're building something technical or quietly ambitious, let's talk.

Tariq Mehmood


I have worked with

Companies I worked with

Some of my old work

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