Professional Mobile Projects

Over the course of nearly five years, I worked professionally on hyper-casual mobile games as a Game Designer. Across more than 30 projects, my core responsibilities included designing gameplay mechanics, defining core loops, shaping player progression, and ensuring each game delivered a strong and satisfying flow from the very first session. I frequently took on a leadership role within small teams of five to eight, managing production schedules, coordinating across disciplines, and keeping development on track from prototype to release. The projects showcased here represent a selection of the titles that best reflect my design thinking, creativity, and ability to ship polished, engaging games within tight production cycles.

Dogfight

Over the course of nearly five years, I worked professionally on hyper-casual mobile games as a Game Designer. Across more than 30 projects, my core responsibilities included designing gameplay mechanics, defining core loops, shaping player progression, and ensuring each game delivered a strong and satisfying flow from the very first session. I frequently took on a leadership role within small teams of five to eight, managing production schedules, coordinating across disciplines, and keeping development on track from prototype to release. The projects showcased here represent a selection of the titles that best reflect my design thinking, creativity, and ability to ship polished, engaging games within tight production cycles.

Pirate Quest

Over the course of nearly five years, I worked professionally on hyper-casual mobile games as a Game Designer. Across more than 30 projects, my core responsibilities included designing gameplay mechanics, defining core loops, shaping player progression, and ensuring each game delivered a strong and satisfying flow from the very first session. I frequently took on a leadership role within small teams of five to eight, managing production schedules, coordinating across disciplines, and keeping development on track from prototype to release. The projects showcased here represent a selection of the titles that best reflect my design thinking, creativity, and ability to ship polished, engaging games within tight production cycles.

Demolition Squad

Over the course of nearly five years, I worked professionally on hyper-casual mobile games as a Game Designer. Across more than 30 projects, my core responsibilities included designing gameplay mechanics, defining core loops, shaping player progression, and ensuring each game delivered a strong and satisfying flow from the very first session. I frequently took on a leadership role within small teams of five to eight, managing production schedules, coordinating across disciplines, and keeping development on track from prototype to release. The projects showcased here represent a selection of the titles that best reflect my design thinking, creativity, and ability to ship polished, engaging games within tight production cycles.

Cat Samurai

Over the course of nearly five years, I worked professionally on hyper-casual mobile games as a Game Designer. Across more than 30 projects, my core responsibilities included designing gameplay mechanics, defining core loops, shaping player progression, and ensuring each game delivered a strong and satisfying flow from the very first session. I frequently took on a leadership role within small teams of five to eight, managing production schedules, coordinating across disciplines, and keeping development on track from prototype to release. The projects showcased here represent a selection of the titles that best reflect my design thinking, creativity, and ability to ship polished, engaging games within tight production cycles.

Idle Drink Factory

Over the course of nearly five years, I worked professionally on hyper-casual mobile games as a Game Designer. Across more than 30 projects, my core responsibilities included designing gameplay mechanics, defining core loops, shaping player progression, and ensuring each game delivered a strong and satisfying flow from the very first session. I frequently took on a leadership role within small teams of five to eight, managing production schedules, coordinating across disciplines, and keeping development on track from prototype to release. The projects showcased here represent a selection of the titles that best reflect my design thinking, creativity, and ability to ship polished, engaging games within tight production cycles.

Hyper Car Tuning

Over the course of nearly five years, I worked professionally on hyper-casual mobile games as a Game Designer. Across more than 30 projects, my core responsibilities included designing gameplay mechanics, defining core loops, shaping player progression, and ensuring each game delivered a strong and satisfying flow from the very first session. I frequently took on a leadership role within small teams of five to eight, managing production schedules, coordinating across disciplines, and keeping development on track from prototype to release. The projects showcased here represent a selection of the titles that best reflect my design thinking, creativity, and ability to ship polished, engaging games within tight production cycles.

Dungeon Loot Quest

Over the course of nearly five years, I worked professionally on hyper-casual mobile games as a Game Designer. Across more than 30 projects, my core responsibilities included designing gameplay mechanics, defining core loops, shaping player progression, and ensuring each game delivered a strong and satisfying flow from the very first session. I frequently took on a leadership role within small teams of five to eight, managing production schedules, coordinating across disciplines, and keeping development on track from prototype to release. The projects showcased here represent a selection of the titles that best reflect my design thinking, creativity, and ability to ship polished, engaging games within tight production cycles.