Here are my current and past projects!

[ App Store | Google Play ]
A mobile dueling CCG game. It featured playing hand combos with loads of Nicklodeon characters! I built the card ability and status effect systems, and the battle animation framework. I also architected and build an in-game event custom abilities system to allow designers to customize event specific battle abilities. I also integrated an in-house authentication system that I worked on, for mobile and Kongregate.com login flows. (Unfortunately, we never ended up releasing the game on Kongregate.)
Tech: Unity, C#, WebGL, PHP, PostgreSQL, Docker, Retool

[ Play Online ]
This is a personal project where I reverse engineered and maintained a custom server to run an abandonware online browser fantasy RPG. It was an old school RPG with lengthy encounter descriptions and multiple actions based on your character, and I was hooked playing this on school and library computers. I ended up decompiling and deobfuscating the original Java Applet game binary to add quality of life and balance changes. I also designed and implemented 2 expansions with new content and features. (I had a co-designer on the 2nd expansion, and an artist for the 2 expansions.) Some fun changes: Pilfering/returning loot of other dead players, PvP encounters, self-found mode, hardcore mode, and pulling out the game data (ie: monsters, items, weapons, etc) outside the game client so it can be updated without a new client release.
Tech: Java, AWT, HTML/CSS, JavaScript, Node.js, MySQL, Docker

[ App Store | Google Play ]
Another mobile dueling CCG game. There were lots of whimsical and cheeky pop culture reference where combining any two cards produced something unique to attack your opponent with. I supported the game in maintainance mode and also integrated an in-house authentication system for mobile and Kongregate.com login flows. (The planned Kongregate release was sadly cancelled.)
Tech: Unity, C#, WebGL, PHP, MySQL, Docker, Retool

[ Steam | App Store | Google Play | Play Online ]
Our studio bought this mobile/desktop/web game from Rhino Games, and our team took over general maintenance mode support. I worked on modernizing bits and pieces of the analytics and diagnostics used in the game. The team and I created a refreshed battle UI/UX, but product leadership decided not to ship the work and we pivoted to another game.
Tech: Unity, C#, PostgreSQL

This was a remaster of an older mobile/web game and I implemented a localization framework, and the battle sequencing and animations framework, in collaboration with our animator. I also rebuilt various screens with our refreshed UI/UX redesigns. The remaster was ultimately put on back burner to pivot the team to other projects.
Tech: Unity, C#, Python, Docker

[ App Store | Google Play ]
Feels like I’ve been working on this mobile game forever while I was at Zynga. It’s gone through at least 2 rebrands due to legal branding shenanigans, from Scramble with Friends, to Word Streak with Friends, to Boggle with Friends. I’ve worked on refreshing the game UI/UX to the Boggle branding and many other numerous experimental growth and monetization features. I did enjoy working some interesting and player-focused features like sticker taunts, tournaments and the many customizable game modes.
Tech: Native Android, Java, Kotlin, AndEngine, Native iOS, Objective-C, Swift, Cocos2d-objc

Another mobile game I’ve spent a lot of time on, in particular numerous forgettable experimental growth and monetization features. Number go up, product team happy (business as usual? 🗿) It’s been a long time since I worked on this game, but I fondly remember getting Universal Chess Interface (UCI) protocol implemented into the legacy game code to run UCI-compatible binaries for chess AI bots as processes and communicate with CLI like input/output.
Tech: Native Android, Java, Native iOS, Objective-C, C/C++, Cocos2d-js

This was one of those many “Game of War” clones for mobile. I developed the client portion for managing friends & alliances, and the chat system for 1:1, alliance, and global scopes.
Tech: Unity, C#, Scala

I fondly remember the fever dream development of this game, and it was a blast. I worked on a lot of the Instagram-like social feed related features such as profiles, follow lists, sharing, likes and comments.
Tech: Native Android, Native iOS, Cocos2d-x, C++

I worked on a flurry of various game features. Mostly on the Android client side getting the game UIs to work on a variety of resolution and low end hardware. (Remember when Android 2.0 was a thing?)
Tech: Native Android, Java, AndEngine