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.
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 :
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Crowd AI.
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Balancing.
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Procedural levels.
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Optimization.
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IAP, Analytics, Monetization...
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 :
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Crowd
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Drawing physic-based walls
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LD variety
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Optimization
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 :
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Ragdoll and physics.
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Ropes and slicing system.
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 :
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Fake Player AI with custom naviguation system.
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Procedural level generation.