Casual mobile game where you control a hole that swallows everything in sight. Fast-paced levels, satisfying physics, millions of players.
Narrative puzzle-adventure where you channel light to cast shadows and materialise them into 3D platforms. A 10-min journey through forgotten places.
RPG in the vein of Raid: Shadow Legends. Three gameplay modes, no GDD when I arrived. I wrote everything from scratch and rebuilt the balancing systems.
Third-person action RPG in a sky world. Fast combat, vertical level design and an active resource system that changes how you fight.
Mobile Tamagotchi meets fighting game. Raise your creature, train it, then throw it into real-time battles against other players.
The world's first lawn mower racing game. 10 players real-time. I designed two circuits and rebuilt the UI from scratch.
3D puzzle-platformer where you play as a robot tethered to a giant plug. Manage your energy, throw your plug, solve the levels.
Mobile action game at Gameloft. I designed all enemies, weapons and every level of the first biome.
Solo puzzle card game. Help a travelling company survive by terraforming biomes. I designed cards, quests, the full UI and VFX.
Local multiplayer brawler starring woolly sheep with unique abilities. Chaotic arenas, short sessions, big laughs.
2.5D puzzle platformer built around cube manipulation. Push, rotate, stack — every level a new spatial challenge.
Asymmetric board game where silence is your most powerful tool. Hidden roles, deduction, and the tension of saying nothing.
One-button mobile sports game where you tackle opponents without getting caught by the referee. Designed and built solo.
Sokoban-style puzzle game in Godot. You are Bob the robot — change your colour to interact with matching elements and solve each level.