Senior Unity / XR Developer

Make standalone XR
feel natural.

Quest optimization, interaction and multiplayer systems that respect the hardware budget and the people using them.

Curio: ≈80% geometry reduction; Quest 2 improved from ≈20 to 72 FPS, with occasional dips. My reported project measurements, not an independent benchmark.

Full-time opportunities first · selected freelance work

Problems I’ve solved ↓

Standalone · Interaction · Multiplayer

Problems I’ve solved

01

Desktop anatomy exceeded the Quest budget.

Decision
Within the Curio team, I selectively reduced sculpted geometry by about 80%, simplified dense structures with textures and hid obscured meshes without disabling interactions.
Result
My reported Quest 2 measurement improved from about 20 to 72 FPS, with occasional dips.
Read Curio / CurioXR →
02

Thousands of objects made sync wasteful.

Decision
I replaced suitable per-object updates with system-level anatomy commands applied locally, and removed unnecessary client and rendering work from the headless server.
Result
Clients avoid repeated per-object changes; this contributed to the team’s reconnect and late-join redesign.
Read Curio / CurioXR →
03

XR testing depended on headset builds.

Decision
I built a keyboard-and-mouse XR simulation rig for multiplayer testing inside the Unity Editor.
Result
For suitable tasks, developers can test interactions and networking without a device build each iteration; Quest testing still matters.
Read Curio / CurioXR →

In short

Unity engineering
Gameplay & XR
OCTAV Studio
CTO & cofounder
Toptal, since 2022
Verified expert
ENSA
Software engineer
languages
English · Arabic · French
Hamza Hassene, smiling low-poly portrait

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Your next XR challenge.

Open to full-time roles first, and selected freelance projects. Tell me about your team, the product and the engineering challenge.

Live scene– fps– draw calls– tris