01
Published
Archery Target
Draw, aim, and test your accuracy across focused VR archery challenges.
Meta Quest VR game developer
I’m Faizan Bashir, the Unity VR developer behind Caffeine Studios. I have built many immersive games for clients and created 13 original Meta Quest products now published on the Meta Horizon Store.
Original products
Every title below is a real Caffeine Studios product published on the Meta Horizon Store. Open a listing, watch the gameplay, or review the product’s privacy policy.
01
Published
Draw, aim, and test your accuracy across focused VR archery challenges.
02 Published
03 Published
Bring a playable virtual dartboard into your own room with passthrough.
04 Published
Paint, save, and revisit artwork inside a calm, stylized VR studio.
05 Published
Glide through aerial courses and snow-covered environments as an eagle.
06 Published
A first-person endless flight challenge built around rhythmic flap controls.
07 Published
08 Published
Read the shot and block increasingly difficult strikes in a neon arena.
09 Published
10 Published
Race through highway traffic, chase speed, and thread close overtakes.
11 Published
Scan, dig, and build a collection of valuable finds with a metal detector.
12 Published
Drive through zombie-infested streets and survive the assault from the cockpit.
13 Published
Fight incoming zombie waves in a stylized first-person VR shooter.
Client VR development
I bring the same practical development pipeline behind my own published products to client work—from a first playable prototype to a polished Quest release.
Game design, rapid prototyping, core systems, UI, audio and asset integration, optimization, builds, release preparation, and post-launch iteration.
Tell me what you want to buildController-first mechanics, physics interactions, grabbing, tools, weapons, sports systems, vehicles, spatial UI, and comfort-aware flows.
Quest passthrough concepts that blend virtual gameplay with the player’s surroundings while keeping the experience focused and understandable.
Standalone headset profiling, draw-call and content optimization, Android/Quest builds, interaction QA, and production hardening.
Gameplay fixes, package and build repair, feature completion, VR conversion, code cleanup, and focused improvements without unnecessary rewrites.
Quest-focused capability
VR succeeds when interaction, performance, comfort, and platform delivery work together. My workflow treats those as one connected product problem.
Gameplay architecture, physics, UI, animation, audio, tools, and production workflows.
Headset/controller input, standalone Android delivery, and Quest-native interaction.
Focused iteration, clear milestones, release assets, store preparation, and support.
Working process
Small enough to communicate directly. Experienced enough to plan around the technical realities of standalone VR.
We align on the player experience, target headset, must-have scope, assets, milestones, and release goal.
I build the riskiest interaction or core loop early so decisions are based on a playable result.
Features, content, UI, sound, optimization, and testing move forward in reviewable milestones.
The project is hardened for Quest, packaged, documented, and prepared for the Meta Horizon Store.
About the developer
I develop Meta Quest games for clients and build original VR products through Caffeine Studios. Publishing 13 personal titles has given me hands-on experience across gameplay genres, interaction styles, mixed reality, performance constraints, store preparation, and live product support.
For clients, that means practical advice, direct communication, realistic scope, and a developer who understands the work beyond a prototype.
FAQ
Yes. I can take a focused VR concept through prototyping, gameplay development, content integration, UI, optimization, Quest builds, testing support, and store-preparation deliverables.
Yes. I can diagnose a current project, fix interactions or build issues, complete features, improve performance, and work carefully within an established architecture.
Yes. Darts VR: Real Room is one example of a shipped passthrough product. The right implementation depends on the gameplay goal and the Meta Quest features your project actually needs.
Use Fiverr for a defined project or prototype, Upwork for hourly or ongoing work, or contact me directly through email, WhatsApp, LinkedIn, or Discord.
Start a conversation
Send your concept, current build, target headset, or rough scope. I’ll help identify the clearest next step.