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I am a gameplay programmer at Slowmo Studio. My responsibilities include developing games from concept to publishing, either as a solo developer or in a small team. While project timelines are short, games are often focused on a single gameplay concept. I handle ideation, prototyping, release, advertising, and publishing.

The studio collaborates with renowned publishers such as Homa Games and Voodoo.

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Here are some of the games I have worked on:

City Defense

Type : Tower Defense/Drawing

Team : 3 dev, 1 artist

Work time : 4 months

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Pitch : The defend of the city has started! They are coming and they protest! You need to protect the crowd city fast and make crowd control!

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Dev challenges :

  1. Crowd AI.

  2. Balancing.

  3. Procedural levels.

  4. Optimization.

  5. IAP, Analytics, Monetization...

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Downhill Bike

Type : Racing/Runner

Team : solo

Work time : 2 - 3 weeks

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Pitch : Jump into a madness race. Do jump, flip and land to earn incredible speed boost!

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Dev challenges :

  1. Bike controller & physics

  2. AI opponents

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Stick Them All!

Type : FPS/Rail Shooter

Team : Solo 

Work time : 4 - 5 weeks

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Pitch : Shoot enemies with your sticky gun to magnetize them together. Use the environment to your advantage to beat them all.

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Dev challenges :

  1. Ragdoll enemies.

  2. Ropes system.

  3. .Physics.

  4. Leveldesign.

  5. Dismemberment.

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Castle Attack!

Type : Puzzle Game

Team : Solo 

Work time : 2 - 3 weeks

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Pitch : Draw walls to lead troops to the castle gate but be careful, castles are protected. Dodge traps, avoid water, and use walls as advantages to reach the gate with as many troops as possible.

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Dev challenges :

  1. Crowd

  2. Drawing physic-based walls

  3. LD variety

  4. Optimization

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Ragdoll Rope

Type : Puzzle/Platformer

Team : Solo 

Work time : 2 weeks

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Pitch : Cut the ropes to bring the athlete to the finish line. Try to cut as few ropes as possible and avoid spikes. But be careful not to fall, there are sharks in the water...

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Dev challenges :

  1. Ragdoll and physics.

  2. Ropes and slicing system.

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Break Bounce

Type : Clicker

Team : Solo 

Work time : 2 weeks

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Pitch : Dig the ground and merge balls to dig deeper in this amazing clicker! 

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Dev challenges :

  1. Procedural system for level generation, ores and color patterns.

  2. Balancing the game.

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Climb Wheels

Type : Racing

Team : Solo 

Work time : 2 - 3 weeks

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Pitch : Take part in dynamic and furious races. Eject your opponents and become the best pilot in the world!

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Dev challenges :

  1. Leveldesign and map.

  2. Physic based vehicles.

  3. Fake player AI.

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Tile Run

Type : Party Game

Team : Solo 

Work time : 2 - 3 weeks

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Pitch : Get start into a mad race against your buddies, but beware the tiled floor is unstable and some doors are trapped. Try to push others and not be pushed, choose the right door or wait for others to find the right one. But be careful not to finish last!

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Dev challenges :

  1. Fake Player AI with custom naviguation system.

  2. Procedural level generation.

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State Invasion

Type : Strategy/Conquest

Team : 2 dev, 1 artist

Work time : 1 month

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Pitch : Lead your troops to victory! Be strategic and choose the right units to conquer the USA!

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Dev challenges :

  1. Crowd and drawing.

  2. Map progression.

  3. Leveldesign and balancing.

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