published Mobile Games

published Mobile Games

Tools & Software used for the projects on this page:

Unity

Notion

Confluence

JIRA

Adobe Premiere

I have worked as a game designer for a year and during this period I was actively engaged in the development process of more than 30 games with the primary aim of creating prototypes which were designed for testing and refinement. Out of these endeavors, over 15 games were successfully published on both Google Play and the App Store. Below is a list detailing the specific responsibilities I undertook in the pursuit of these projects.

  • Creating and managing game design documents.

  • Participating in the ideation phase, including creating core game mechanics, gameplay loops, and balancing game economy and systems.

  • Serving as a Game Designer and Manager throughout the entire development process, from ideation and mechanics design to core gameplay and production, up to publishing.

  • Designing levels for various game projects.

  • Testing game builds, documenting and reporting bugs, and using Jira for submission and tracking.

  • Editing game advertisement videos and actively contributing to the creative process of advertisement ideas and concepts.

Some of the published games I have been a part of:

Some of the published games I have been a part of:

Candy Lab

In "Candy Lab," a casual simulator game, I contributed to enhancing the player experience by leading the team in developing a new game flow, resulting in the introduction of "Creation Mode." This mode lets players to freely design candies, departing from the conventional level-based progression, with locked content motivating progress within the main game.

Wall Run Man

In "Wall Run Man," I designed a linear parkour runner game where players must leap between walls to navigate obstacles and maintain altitude as the character continuously wall runs toward the finish line. This design creates a continuous player engagement, prompting them to make thoughtful decisions regarding coin collection, obstacle evasion, and maintaining a consistent wall-jumping tempo.

Juggernaut Run

In "Juggernaut Run," players build momentum to smash through obstacles, each with a specific speed threshold for demolition. Collisions reduce speed, risking game over if it drops to zero. In level design, I positioned collectible coins in challenging locations. Players would naturally gravitate towards these coins, triggering a speed boost that led to collisions with high-value walls, creating early awareness of potential hazards.

NO LONGER AVAILABLE

Foam 'Em Up

"Foam Em" is a light gun shooter where players wield a foam-shooting weapon. They can incapacitate enemies by covering them in foam and must seal wall cracks, which serve as enemy spawn points, to advance. This game originated from merging a mechanic from "Deep Rock Galactic" into the popular Hyper-Casual genre, utilizing the foam gun's abilities for an engaging gameplay experience.

NO LONGER AVAILABLE