I build mobile games people actually play. Specializing in rapid prototyping, gameplay architecture, and live-ops systems for mobile titles - from concept to shipped product.
Architecting and maintaining gameplay systems for a live card battle game at Tarboosh Games (published by Voodoo). Collaborated day-to-day with artists, designers, and engineers to build, iterate, and polish features — from early GDD through final implementation and live A/B testing.
Replaced timed pack slots with an instant-reward win tracker — up to 50 daily wins across 5 stacked progress bars. Every win grants an immediate pack; a configurable reward cycle, pity system for Legendary cards, and a daily reset countdown keep engagement healthy without friction. Implemented both the v1 (10-step) and v2 (50-step) iterations through A/B testing.
Designed and built a full player identity screen: avatar selection overlay, editable username with coin-gated re-naming, copyable player ID, live battle stats (win streak, total wins, trophies, play duration), a manually chosen Main Card showcase, and collection progress counter. Stats persist server-side and update after every match.
Built a flexible avatar unlock system supporting multiple condition types: card collection milestones, league/block progression, and direct purchase via Coins, Gems, or Rewarded Video. Added a daily-rotating avatar shop section with RV, Coin, and Gem purchase paths, keeping the offer fresh without manual content work.
Refactored the pack-opening experience around a 4-tap reveal flow. A server-assigned "rarity reveal tap" transforms the pack's visual at the right moment; non-reveal taps show fake +Gold / +Shard badges for anticipation. All rewards are cycle-determined server-side — taps are pure spectacle, preserving fairness while maximising excitement.
Completely reworked the shop architecture, adding new offer types, bundle deals, gems-spending confirmation popup to reduce accidental purchases, RV-based card upgrades with daily limits, and a free-pack-via-RV slot. Also implemented game-end fail-state RV placements to recover churning sessions.
Implemented a swipe-based navigation mechanic for the main menu, making screen transitions feel fluid and native on mobile. The gesture system integrates cleanly with the existing screen-management architecture without breaking the existing navigation stack.
Implemented a UI popup panel that introduces the core game loop to new players at the right contextual moment — clearly explaining win conditions, rewards, and progression hooks before they're needed, reducing early drop-off from confusion.
Built a new push-notification pipeline driven by configurable time windows and notification priority rules, ensuring the right message reaches the player at the right moment in their session cycle. The system cleanly handles scheduling conflicts and respects quiet hours, improving D1/D7 return rates.
Prototyped and QA-tested a UI system that visually communicates card upgrade progress as shards are collected — giving players a clear sense of how close they are to the next upgrade. Built, tested in internal builds, and cut before final release.
Designed and implemented a UI indicator that makes it clear to new players they are in tutorial matches, not live ranked games — reducing confusion about early losses and setting accurate expectations before competitive play begins. Prototyped and tested internally.
Exploratory builds developed alongside the main title — fast, focused, and each targeting a specific mechanic or market gap.
I developed a puzzle prototype focused on pathfinding, matching, and automatic number sorting in a 3D environment. The core mechanic involves guiding characters through interconnected paths to collect and match incremental number sequences (e.g. 3–4–5 or 41–42–43), with numbers always auto-sorted to stay logically ordered, adding a strategic layer to each move. Alongside the core loop, I implemented multiple supporting systems such as chained characters, boxes and pipes for rerouting and controlling number flow, power-ups, and an undo system to encourage experimentation. I also built a custom level editor and a level randomizer, allowing for rapid iteration, scalable content creation, and varied puzzle layouts without manual level design.
I built a puzzle prototype centered around pathfinding and satisfying collection mechanics. The core gameplay focuses on guiding characters through clearly visible, player-selected paths, making movement decisions easy to read and the collection process feel smooth, responsive, and rewarding. I designed the project to be easily scalable and highly editable, allowing new mechanics to be added without reworking existing systems. To support fast iteration, I implemented a custom level editor, enabling rapid level creation and tuning. The gameplay is further expanded with a pipe mechanic, which adds routing and redirection challenges while reinforcing the core collection loop.
I explored physics-based gameplay inspired by the classic Peggle experience, focusing on making each shot feel satisfying, readable, and nostalgic. I implemented a trajectory preview system that clearly visualizes how the ball will bounce, allowing players to make informed, skill-based shots while preserving the fun of physics-driven randomness. To support scalable content creation, I built a custom level editor and designed levels with multiple sections within a single stage to create pacing and variety. I also added several interactive mechanics, including keys and locks, frozen balls, and destructible platforms, along with polished UI animations to enhance feedback and overall game feel. The goal was to combine classic Peggle-style charm with modern mobile-friendly readability and depth.
Developed over 15+ high-fidelity mobile prototypes across Arcade, Idle, and Puzzle genres for HOMA Games' marketability pipeline. Each prototype built under strict 2-3 week cycles, targeting CPI performance benchmarks before greenlight.
Co-founded a 3-person indie team and took full ownership of the technical stack — from core mechanics to store optimization and monetization. Shipped a title that hit 100,000+ downloads in the Georgian market.
Built hyper-casual prototypes for MOONEE, Lion Studios, and CrazyLabs. Executed rapid 2-3 week development cycles, delivering market-ready builds focused on high-satisfaction mechanics and "juice" for early-stage player retention during CPI testing.