At Alpha Dog Games, I worked on Mighty DOOM from closed development through Early Access and the following soft-launch period. I built the run loop for pickups and temporary upgrades, and implemented auto-aim and target selection for its one-thumb controls.
I also owned combat math and game feel, including damage calculation and hit feedback, and built the combat HUD and meta-game screens. I profiled and optimised the client for iOS and Android, focusing on draw calls, memory, and frame time.
At Leads Do It and Braza, I developed casual and hyper-casual mobile games across gameplay, UI, architecture, and release delivery. My work included sports and billiards systems, multiplayer flows, and product features such as rewards, analytics, ads, and in-app purchases.
Most recently, at Boosta, I worked hands-on across mobile products while leading a four-person Unity team. I designed reusable architecture and supported production and store releases, while introducing AI-assisted workflows and training developers to use them.

