
Block Buster - No Timer
Published withLion Studios
A block-fitting puzzle game with thousands of handcrafted levels, precision controls, and a clean dark-mode experience. Shipped to iOS and Android with strong store ratings and 500K+ installs.
I lead game products from prototype to launch — building gameplay systems, guiding technical execution, and keeping products fast, profitable, and alive after release.
Live titles, shipped categories, and case studies from the portfolio. More slots are being unlocked as materials are cleared for public sharing.

Published withLion Studios
A block-fitting puzzle game with thousands of handcrafted levels, precision controls, and a clean dark-mode experience. Shipped to iOS and Android with strong store ratings and 500K+ installs.

Published withLion Studios
A directional arrow-maze puzzle with thousands of handcrafted levels, boosters, and seasonal live events. 4.7 stars across 215K+ ratings and a top-25 board chart placement.

Published withLion Studios
A hex-stacking sort puzzle with color-matching board play and a deep level ladder. 4.7 stars across 218K+ ratings on iOS and 10M+ installs on Android.

Published withLion Studios Plus
A relaxing triple-matching 3D tile puzzle with weekly object sets and a long level ladder. 4.8 stars across 95K+ ratings on iOS and 5M+ installs on Android.

Published withMindstorm Studios
A hidden-object triple-matching puzzle with hundreds of themed object sets and a long-running level ladder. 4.8 stars across 970K+ ratings on iOS and 50M+ installs on Android.

Published withMindstorm Studios
A color-sorting untangle puzzle where twisting wool threads have to be routed to matching bobbins. Hundreds of handcrafted levels shipped with boosters and live event content.
Core gameplay, systems, and content pipelines inside Unity. I build the loops, controls, and features players actually feel.
Modular client architecture and third-party integrations that don't break when the product scales or the backend changes.
The product layer: analytics, events, and tuning loops that keep a game alive and profitable after launch.
Shipping across mobile, web, and PC. I know the platform-specific constraints and performance profiles that matter.
Technical direction for cross-functional teams: planning, mentoring, and delivering from concept through store release.
The developer environment that keeps a team fast and a codebase clean. I treat tooling as a product, not an afterthought.
Short technical logs from shipped work. These are the kinds of challenges I run toward — and the kind of fixes that stay in the codebase.
Problem: Build size and asset loading were killing first-session retention on low-end Android devices.
Approach: Reworked asset pipeline with Addressables, compressed texture formats per tier, and async scene loading.
Result: Load time dropped ~40%; first-day retention improved alongside better store-page conversion.
Problem: Every seasonal event required a one-off backend integration and duplicated client code.
Approach: Designed a config-driven event system with Firebase Remote Config + PlayFab, plus a single client-side manager.
Result: Events went from weeks to days; designers could tune live events without client builds.
Problem: Combat logic was scattered across MonoBehaviours, making iteration slow and bugs hard to reproduce.
Approach: Moved to a hierarchical state machine with clear input buffering, animation callbacks, and exposed tuning variables.
Result: Combat felt more responsive, tuning cycles shortened, and the team could add new moves without touching core systems.
Problem: A growing team was shipping with inconsistent code style, merge conflicts, and no profiling baseline.
Approach: Introduced GitFlow, code-review gates, Rider/VS settings, and automated profiling checkpoints in the build pipeline.
Result: Fewer regressions, faster onboarding, and predictable sprint velocity across 5–9 person squads.
Combined player reach across shipped and team-led game projects.
From first prototype to App Store, Play Store, and live operations.
Through better loops, live events, and product iteration.
Gameplay tuning, level design, and analytics-led changes.
Optimization, compression, refactoring, and system tuning.
Developers, artists, and cross-functional contributors.
Seven years of levelling: deep in engine work, sharp on product, and comfortable leading the people who ship it.
Gameplay systems, tooling, and scalable feature architecture.
Modular design, backend integrations, and multiplayer plumbing.
Analytics, remote config, monetization, and retention loops.
Frame time, memory, build size, and load-time optimization.
Planning, direction, and delivery across cross-functional squads.
Trend-driven game development, product iteration, publisher collaboration, and team delivery.
Led teams across multiple titles: SDK integrations, performance work, and complex product delivery.
Multiplayer virtual world — product systems, real-time features, Web3 integrations, team leadership.
Combat mechanics, hyper-casual systems, engagement improvements, and optimized game experiences.
Gameplay systems that feel right
Core loops, mechanics, controls, UI, progression, and scalable Unity features — prototyped fast, tuned until the feel lands.
Execution that actually ships
Technical planning, architecture calls, team direction, and delivery across every product stage — from pitch to store page.
Faster, lighter, more profitable
Frame time, build size, memory, retention, session length and monetization — measured, changed, measured again.
The product doesn't stop at launch
Live ops, analytics, remote config, backend integrations, and content updates that keep players coming back.
Available for senior game development, technical leadership, product execution, and game/product optimization work.