M Hassan Ali
Helping businesses with emerging WebGL and WebGPU technologies.
Background
I started programming at the age of 16 in 2014, building simple games in Visual Basic. Over time, my focus shifted toward high performance 2D/3D web applications.
Over the past 5+ years of professional experience, I have worked with international clients, software firms and global brands to deliver custom WebGL and WebGPU applications.
My focus is helping businesses stay ahead by adopting immersive web technologies that perform seamlessly across desktop and mobile browsers.
Objective
To partner with businesses and technical leaders to design, optimize and launch immersive 2D/3D web based products while helping clients increase user engagement and transform complex ideas into market ready web solutions.
Humble42
- Led the 3D side of a real time product configurator handled everything from the Three.js renderer to the React UI layer sitting on top.
- Rewrote critical rendering paths to use instancing and batching; cut draw calls significantly and brought frame rates way up on low end machines.
- Wrote custom GLSL and WGSL shaders for materials, lighting and post processing also ported a few legacy shaders from GLSL to WGSL when we started experimenting with WebGPU.
- Architected a Turborepo monorepo that connected Three.js frontends, Next.js dashboards and Node.js APIs. Cut build times and made sharing code between services trivial.
- Slash 3D asset load times by roughly half with KTX2 textures, Draco compression and a smarter client side caching strategy.
Virtual Days
- Built a browser based virtual meetup platform, think Zoom but with 3D spaces where people actually wanted to hang out.
- Wrote GLSL shaders from scratch for dynamic lighting, skyboxes and interactive objects across the PlayCanvas scene.
- Designed the multiplayer sync layer with Colyseus and WebSockets; handled concurrent users with smooth position/rotation interpolation.
- Wrapped the 3D view in a React shell and made sure the canvas didn't choke the UI thread resizing, rerendering and responsiveness all felt native.
- Knocked 30% off initial load time by compressing textures and lazy loading assets based on a user's proximity in the 3D space.
Geniteam Solutions
- Shipped multiplayer HTML5 games with PlayCanvas and Phaser. Handled real time networking via Colyseus and Photon.
- Built admin dashboards with Next.js and Express to manage game sessions, leaderboards and player analytics. Used MongoDB for persistence and Redis for caching real time session data.
- Debugged physics and rendering for both 2D and 3D browser titles.
- Developed 3D product configurators for e‑commerce clients users could swap colors, materials and lighting in real time.
- Profiled frame rates with Chrome DevTools and Spector.js. Reorganized scene graphs and merged static geometry to slash draw calls.
- Built procedural mesh generation so products could be customized on the fly while they can change dimensions, add or remove parts, all at runtime.
- Performed performance analytics (FPS, load time, memory usage) so we could catch regressions before they reached production.
- Contributed to game features across multiple browser titles handling player controls, collision responses and interactive object behaviors in both 2D and 3D scenes.
- Worked on gameplay systems like checkpoints, collectibles and camera transitions. Also refactored asset loading so levels assets could be managed.
- Worked on core game features for browser based titles and implemented power up pickups, player respawn logic and in game score tracking using PlayCanvas and Phaser.
- Helped build and tweak game mechanics like player movement, jump physics and enemy AI behavior. Also fixed edge case bugs that were breaking level progression.
Fauji Fertilizer Company
- Built internal dashboards with React and Vue.js, hooking them up to REST APIs for displaying enterprise data.
- Focused on responsive layouts, form validation and making sure everything looked consistent across screen sizes.