Games I've designed, engineered, and shipped — from concept through to App Store.
Extended Pachinko Cash with a Super Mode featuring a wind blower gun mechanic and special boosters, adding a skill-based interaction layer on top of the core Pachinko loop to drive engagement and session depth.
Complete Match 3 puzzle game built as sole developer — owned the full lifecycle from game design and level mechanics through to iOS App Store deployment. Includes progression systems, lives, and in-game monetisation.
Mobile shooter with in-game monetisation via multiple ad networks (banner, interstitial, rewarded). Sole developer across design, implementation, and iOS deployment.
Action-puzzle Emergency Rescue game built solo end-to-end. Responsible for all game design decisions, feature implementation, and submission to the iOS App Store.
Multi-genre Mini Games collection shipped as a single iOS app. Designed and developed all individual game modes solo, with a shared Firebase analytics layer and in-app monetisation.
Real-time multiplayer billiards built on the Skillz platform. Implemented room management, player synchronisation, physics-accurate match logic, and networked turn system.
Integrated Skillz SDK to enable competitive skill-based gameplay with real-money tournaments, automated matchmaking, global leaderboards, and prize payouts. Handled all SDK configuration and tournament callback handling.
Real-time networked PvP fighter built with Unity Fighter Engine (UFE) and Photon PUN. Implemented character selection screen, combat mechanics, hit detection, and live match state synchronisation across clients.
Social game featuring real-time voice and video communication via Agora SDK. Integrated Firebase for user data and authentication, and Photon PUN for synchronised live game interactions between users.