Creative Director · Game Direction · XR Leadership

I build games, systems,
and experiences that last.

From AAA and live-service mobile to Apple Vision Pro and Meta Quest, I bridge creative vision, product thinking, and working code. 20+ years shipping across games, platforms, and emerging technology.

20+ Years Shipping
$1B+ Revenue Contributed
60% Cost Reduction via AI
60+ Person Teams Led

Built across games,
platforms, and new categories.

X-Men: Activision
09 2006

X-Men
Activision

Art direction on X-Men: The Official Game for Activision, a multi-platform release bridging X2 and X-Men: The Last Stand on Xbox 360, PS2, GameCube, and DS. Led environment and character art within Marvel and Fox franchise constraints, delivering cinematic quality, readable combat spaces, and franchise-authentic spectacle on a launch-aligned timeline.

AAA / Console Art Direction Marvel IP Multi-platform
View Project
Guardians of Haven
10 2013 – 2014

Guardians of Haven
GREE

Art direction on Guardians of Haven, a mobile RPG blending city-building, squad tactics, and 1940s noir aesthetics overrun by the undead. Led character design, environment concept art, UI systems, and visual world-building across a layered progression game, keeping the world distinct while supporting readable UX across a multi-system mobile title.

Mobile RPG Art Direction City Building Character Design UI / UX
View Project

I don't just direct it.
I build it.

Unity C# · visionOS · WiiU / Steam

Full-Stack Game Dev

End-to-end engineering on Div Zero (Apple Vision Pro) and Chasing Dead (WiiU / Steam): spatial interaction, physics, AI systems, UI, mesh scanning, and full build pipelines from first commit to ship.

// Spatial mesh: room becomes the level
if (meshReady && anchor.IsTracking) {
    SpawnPuzzle(meshAnchor.transform);
    EnableGestureInteraction();
}
C#UnityvisionOSAIPhysics
Unity · Lightship · ARKit

Prototypes & Specs

AR prototypes and internal tools on Niantic's Lightship platform. Authored technical specifications bridging design intent and engineering requirements across location-based gameplay, scanning systems, and spatial UI.

// Location anchor: spawn at GPS coord
anchor = session.AddAnchor(
    latLng, AnchorType.Location
);
anchor.OnTrackingChanged += OnReady;
C#ARKitLightshipPrototyping
HLSL · Multi-platform

Shaders & Optimization

Custom HLSL shaders across PS4, Xbox, WiiU, iOS, and PC: refraction, scanner compositing, movie overlay, and radial blur. Optimization passes targeting memory, draw calls, and render targets under per-platform hardware constraints.

// Radial blur: mobile perf pass
fixed4 frag(v2f i) : SV_Target {
    float2 dir = i.uv - _Center;
    return RadialSample(
        _MainTex, i.uv, dir, _Strength);
}
HLSLUnityPS4XboxWiiU
PlayStation Xbox iOS Apple Vision Pro Steam WiiU Android PC Facebook
EnginesUnity 3D · Unreal · Proprietary
CodeC# · HLSL · JavaScript · ARKit
DesignFigma · Spatial UX · After Effects · Maya
AIGenerative Pipelines · LLM-Assisted Proto
How I Lead — six principles of direction and delegation

Every platform has constraints
that shape the whole product.

Designing for the Platform — six platform constraints that shape product design

Decisions from behavior,
not instinct.

Product and Testing — five principles for decisions from behavior not instinct

Creative director. Builder.
Product-minded.

I started in architecture, moved into games, and ended up working across AAA, live-service, AR, and spatial computing. That through-line, designing spaces, systems, and player-facing experiences, shapes everything I make.

I've shipped on LucasArts' Star Wars titles, led AR at Niantic on the Lightship platform, directed live-service games generating $50M+ in revenue, and founded ImmersiveXLabs to ship natively for Apple Vision Pro on launch day. Across those roles, I’ve worked both on authored premium experiences and fast-iterating products shaped by player behavior.

At ImmersiveXLabs I use AI-augmented workflows to ship what used to take large teams: fast, precise, and without sacrificing craft. An architecture degree gives me unusual spatial depth. Berkeley Haas sharpens the strategy side.

Musa Sayyed
  • RoleFounder & CEO, ImmersiveXLabs
  • StudyMBA Candidate, Berkeley Haas '26
  • Open toCreative Director · Game Direction · XR Leadership
  • BasedLos Altos, CA · Remote-ready
  • MBAUC Berkeley, Haas School of Business
  • MFAAcademy of Art University, SF
  • B.ArchNational College of Arts, with Distinction

Let's build something
no one's made yet.

Open to Creative Director, Game Direction, and XR leadership roles. If you're building something that doesn't exist yet, let's talk.