16 shipped mobile titles, and game feel is the part I care about most.
My strongest skills are core gameplay mechanics, performance on low-end devices, and the editor tools designers work in.
Open to work · Remote
The newest thing I built, and the only one you can try without installing anything. Opens in the browser.
Playable · runs in your browser
A real 3D crowd running at sprite performance — in a browser, in one file under 5 MB.
Test task for Voodoo. One HTML file, one week, and a real 3D crowd instead of sprites — verified on a 1 GB tablet.
Three shipped titles where the hard part was the engineering, not the content. All built at Vira Games, all running on the same 1 GB tablet.


4.5 stars from 1,400+ ratings
Runner · 2024
Towers of hundreds of cubes that cost the same draw calls as one.


Tilemap to playable level in one click
Puzzle · 2025
Rope-physics limbs on hardware that had no business running rope physics.


IK aiming at any angle
Shooter · 2024
Enemies that take cover, trade fire and relocate, inside a casual game's frame budget.
The rest of the run at Vira Games, all on the same 1 GB Android tablet. Newest first.
600 pieces per bar
The scatter is scripted, not simulated.
Simulation · 2025
A game made entirely of UI, inside 1 GB
A makeover game carrying more sprites than the device had memory for.
Simulation · 2025
30+ puzzle shapes in a 47 MB build
Thirty-plus puzzle shapes, and the whole game still fits in 47 MB.
Puzzle · 2024
Roads that assemble themselves from splines
Cars that feel physical and never leave the route the designer drew.
Racing · 2024
Ten eras, and the army swaps with each one
A growing crowd that moves as one mass, without one agent per unit.
Runner · 2024
Road and scenery generate themselves
The road builds itself, so no one had to place another prop by hand.
Racing · 2024
Eight teams, 300 units, one tablet
300 units fighting on screen, on a tablet with 1 GB of RAM.
Action · 2023
My own box controller, not a capsule
Unity's controller is a capsule. The hero is a cube. So I wrote my own.
Runner · 2023
Nine control schemes in one game
One hero, a dead phone, and a different way to control it on every single level.
Puzzle · 2023
Ropes that refuse to pass through each other
Ropes that tangle, refuse to pass through each other, and have to be untangled in a fixed number of moves.
Puzzle · 2022
First game shipped, first editor tool written
A game that is a text conversation — and the first thing I ever shipped commercially.
Simulation · 2022
Reskinned twice by the studio
Overtake by changing what you are: car, runner, boat, drill. The studio reskinned it twice.
Racing · 2022
Hundreds of objects, my first memory wall
Hundreds of objects in one pile — and the first time I ran out of memory.
Puzzle · 2022
Built for myself, outside work hours. Honest status on each.
The one repository you can actually open — and the server, not the app, owns the truth.
Pure C# domain, 12 EditMode suites
Tool · 2026
A chess extension I built for myself, published, and still use every week.
Published, and I still use it every week
Tool · 2026
I build mobile games in Unity. Three years at Vira Games (July 2022 – September 2025), 16 shipped titles, most of them running on a 1 GB Amazon Fire tablet, which is where the performance work comes from. Every title shipped to Google Play and the Amazon Appstore; the Amazon listings are the ones still live, so that is where the links go.
Vira Games runs small teams and short cycles: one developer per title, from concept to release. On every game here that meant all of it — core loop, menus, progression, shop, skins, tutorial, ads and builds. An artist supplied the art and models, and a game designer built the levels using the tools I wrote.
Small pods do not mean working alone. When a store policy change pulled every developer and tester off their own projects, I rebuilt more store builds than anyone on the team. The tech lead also picked me as his partner for an internal VR hackathon, and we had a playable build in two weeks.
Those tools are the through line. I write editor tooling so designers can build without waiting for me, and I care about how a mechanic feels, not only about whether it is technically correct.
Three years in one studio also means you can watch me learn in public. Rope simulation starts as a thing I could barely get to behave in 2022 and ends with me writing custom logic inside the asset in 2025. Memory starts as a build that would not launch and ends as something I design around before it becomes a problem. Cutting geometry starts as a three-second mini-game and ends as a whole game.
I also maintain a Chrome extension I use myself, and I was the person other developers came to when a reskin had to feel like the original.
Multiplayer is the direction I am moving in now. I am building a PvP physics arena on Netcode for GameObjects, and it goes up here when there is something worth playing, not before.