8 Projects
Curated across personal experiments, professional work, and earlier mobile/J2ME releases.
Portfolio
Discover a world of creative and engaging game mechanics with me. From concept to execution, my projects are designed to bring players joy and excitement.
Curated across personal experiments, professional work, and earlier mobile/J2ME releases.
Organized to show where the work fits: current personal projects, professional collaborations, and earlier catalog titles.
Roles span game design, technical game design, Unity implementation, UX/UI thinking, and level design.
Featured Personal Projects
These projects show the clearest through-line in how I approach systems: tight loops, readable interactions, and mechanics that get interesting fast.
Personal Project
I designed and developed Grid Town as a personal project built around spatial competition: each placement contributes to a growing town while contesting control of the board against an AI or local opponent.
The playable build was used to test whether town-building feedback could make a compact PvP puzzle loop easier to read and more distinctive.
Personal Project
I designed and developed Phystrix to test a physics-based variation on a familiar falling-block structure. Pieces can move and rotate freely and are affected by mass and gravity rather than occupying a fixed grid.
Power-ups were added as a second decision layer, creating moments where the player can recover space or change the physical state of the board.
The result is a playable experiment focused on how physical instability changes planning, risk and readability.
Professional Projects
These projects highlight technical design support, Unity production work, and the way design intent stays connected to implementation.
Professional Project
At Space Go, I contributed as a technical game designer and Unity developer, working on metagame systems, graphical user interfaces and technical planning.
The project expands a familiar board-game loop with multiple match formats, protectors, rewards and events. My work focused on connecting these layers to readable player-facing flows and implementation constraints.
This entry describes my contribution only; the complete product and its intellectual property belong to Space Go.
Video credit: Space Go
Professional Project
As a Unity developer at Playgram Games, I worked on gameplay programming, user interface implementation and optimization for this Android and iOS title.
The product combines match-style puzzle sessions with mansion restoration, events and progression. My role was implementation-focused rather than ownership of the complete design or art direction.
Video credit: @KruGames
Professional Project
At Super Squad I contributed to this cancelled turn-based PC RPG as a technical game designer, focusing on Articy Draft design and implementation for story management.
The work connected narrative structure, data and implementation so story content could be organized for production alongside gameplay mechanics and systems.
The project was not released; this entry documents the verified role and production context without claiming a shipped outcome.
Video credit: Josh Chudnovsky
Earlier Mobile & J2ME Work
Earlier projects across Android, iOS, and J2ME, covering children’s games, puzzle work, and action-platformer design.
Earlier Work
At Kitmaker I contributed as a game designer to this children’s title released for Android and iOS in 2015, working within the requirements of a young audience and mobile devices.
The project combined exploration and short activities; this entry records my design contribution rather than presenting the complete production as personal work.
Earlier Work
At Kitmaker I worked as game designer and level designer on this bubble-shooter for J2ME, Android and iOS.
My contribution focused on mechanic and level structure within the technical limits of multiple mobile platforms and screen sizes.
Earlier Work
At Kitmaker I contributed as game designer and level designer to this action platformer released across J2ME, Android and iOS.
The work covered level structure, pacing and challenge as players moved through combat, bomb-defusal objectives and boss encounters.
This entry documents that contribution and credits the external gameplay video below.
Video credit: PSseriesX
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