Games
This is a (very) limited list of games I worked on. Many of these are no longer available and I thought it would be nice to list some of them.
Chief Product Officer · Hedonia · iOS · Android · Therapeutic Game, Farming
Therapeutic mobile game built at Hedonia to help reduce symptoms of depression and anxiety. A farm-management meta-game wrapped around short Therapeutic Games (TGs) based on Facilitating Thought Progression (FTP). Clinically validated in an RCT at Massachusetts General Hospital.
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Lead Game Designer · Producer · Sidekick (published by Rovio) · iOS · Android · Action RPG
Pet Monsters was an awesome Action RPG game inspired by the Japanese game Monster Strike but designed for western audience. During the period it ran it gained a community and dedicated fans. I was the Lead Game Designer as well as the Producer for some of time the game ran.
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Solo project (code/music/art) · Independent - GameJam entry · Web, mobile · Action
My entry to Vibe Jam 2026.
Land Capture is a territory war set on a wavy island. Five teams fight for control of the island. Capture the most land in a 15-minute team battle. Solo against bots or online with real players.
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TBD — please update · TBD — please update · iOS · Android · Music · Rhythm
A 3D rhythm-and-dance mobile game with a tournament structure and an idol-style art direction.
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COO & Chief Creative · Mytopia (with Ecko Code) · Facebook · Social · Simulation
Official Facebook game for Showtime/Lionsgate's Weeds TV series. Often described as Farmville meets The Sims, but with marijuana strains. The Weeds writers were actively involved — recording voice-overs and approving mission scripts.
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Game Designer & Programmer · Deepmist Studios · J2ME (mobile Java) · Racing · Combat · Arcade
Mad-Max-influenced mobile racing-and-combat game. Two cars race towards a prize and back, shooting at each other on the way. Co-designed and co-coded with Samuel Moradoff at Deepmist Studios.
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Other games I've worked on
A lighter-touch list of titles I contributed to over the years — no key art or detail pages, just the credits and a few notes.
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Bubble Shooter games
Chief Product & Data · Ilyon (now Miniclip)
Managed and operated many high-traffic bubble shooter titles at Ilyon (now Miniclip) — among them Bubble Shooter: Classic Pop (Android) and Bubble Shooter: Pop Bubbles (iOS). Together these games reached over 500 million downloads and more than 40 million monthly active users at their peak.
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1v1.LOL
Monetization, product & team · JustPlay (acquired by Playtika)
A third-person shooter with 1v1 and battle-royale modes that became hugely popular with teens. The game reached over 80 million players worldwide (with 0 marketing - all viral), with the Android version alone exceeding 50 million downloads and over 1.3 million copies on Steam. At JustPlay I helped with monetization and product and building the team, and later was actively part of the M&A with Playtika.
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Super Mechs
Rebalancing & live ops · Tacticsoft
Build mechs in a wide variety of designs and fight other players in turn-based combat. The game had both web and mobile clients and grew mostly virally (youtube). I rebalanced the game and helped operate it at Tacticsoft.
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Bingo Island
Game Designer · Mytopia (later sold to 888 Holdings)
A very popular multiplayer bingo game, first on mobile and later on Facebook. I designed the game at Mytopia, which was later sold to 888 Holdings. I also designed and balanced bingo games for Win.com and Murka.
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Coin Master-style game
Economy & monetization design
Hired to build the core economy and monetization systems for a Coin Master-style game.