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Freelance Game Released

Mobile Casual Games I have developed and released as a freelance developer

Key Skill Achievements

• Google Play rollout & live release • IAP & ads integration • Analytics & player behavior insights • A/B testing & iteration • Retention & monetization systems • Mobile performance optimization • Rapid prototyping & delivery • Solo freelance development

Project Info

🎯 Projects goal: Test gameplay ideas for engagement potential and optimize promising concepts through iteration.
👨‍👨‍👧‍👧 Target audience: Casual mobile gamers
📺 Platform: Android
👩🏻‍💻 Language: C#
⏳ Timeline: ~ 3 months per project

Crash Royale

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Project introduction

This project was developed for a client who had an existing mobile game on Google Play. A friend of mine, who is a business analyst and a game designer defined and prioritized the game features, while I worked as the solo Unity developer, responsible for implementing all systems, integrating assets, and turning design and business requirements into a working game.

The project required fast iteration and A/B testing, allowing the team to validate ideas quickly and adjust features based on player behavior and stakeholder feedback.

My role covered both platform and monetization features as well as core gameplay systems designed to improve player retention and long-term engagement.

The work focused on making the game production-ready, scalable, and easy to iterate on, while also validating gameplay mechanics proposed by the game designer.

Social & Platform Features

• Prepared and released the game on Google Play, including platform integration and compliance.
• Implemented advertising systems, supporting both banner and interstitial ads, with proper timing and frequency control.
• Integrated In-App Purchases (IAP) for monetization and future content expansion.
• Ensured all platform features were stable, configurable, and suitable for live operation and updates.

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Gameplay & Retention Systems

• Implemented a story system that unlocks narrative elements after each level, designed to be easily editable using Scriptable Objects, allowing non-programmers to update content without code changes.
• Added an energy system to limit continuous play sessions and encourage players to return over time.
• Integrated push notifications to support the energy mechanic and re-engage players when they could continue playing.
Prototyped and tested retention and pseudo-multiplayer mechanics proposed by the game designer, designed to make the game feel active and encourage players to return.
• These mechanics were iterated and tuned to improve engagement while keeping the core gameplay experience clear and enjoyable.

Flying Cool Cars

Introduction

This project was developed for a Dubai-based client in collaboration with a friend of mine, who is a business analyst and a game designer. He defined and prioritized the game features, while I worked as the solo Unity developer, responsible for implementing all systems, integrating assets, and turning design and business requirements into a working game.

The project required fast iteration and A/B testing, allowing the team to validate ideas quickly and adjust features based on player behavior and stakeholder feedback.

My role covered both platform and monetization features as well as core gameplay systems designed to improve player retention and long-term engagement.

The work focused on making the game production-ready, scalable, and easy to iterate on, while also validating gameplay mechanics proposed by the game designer.

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Google Features & Release

• Handled the full Google Play rollout, including store setup and release within a strict 3-month development timeline.

• Integrated In-App Purchases, ads, and Firebase Analytics to support monetization and track player behavior after launch.

• Third-party Unity assets were selected and adapted to meet both visual and performance requirements.

Gameplay & Performance Implementation

Implemented core gameplay systems, including a story component designed to improve player retention.

• Implemented AI-driven traffic (Unity Asset) to simulate a busy futuristic city with flying cars and urban activity.

• To ensure smooth performance on older Android devices, I profiled the game and optimized inefficient code, used LOD systems and low-poly assets, and implemented AI partitioning so traffic simulation runs only near the player, avoiding unnecessary performance costs.

Island Fruit Merge

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Project introduction

This project is a merge-2 mobile game developed by a two-person team. I work as the solo developer, collaborating closely with a friend who focuses on game design and business creative direction.

My responsibilities include implementing the gameplay mechanics, Google services, analyzing why successful games in the same genre perform well, and applying those insights to make the game monetizable and scalable while preserving a strong core gameplay experience.

Word Chef

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Project introduction

This project is a crosswords puzzle mobile game developed by a two-person team. I work as the solo developer, collaborating closely with a friend who focuses on game design and business creative direction.

My responsibilities include implementing the gameplay mechanics, Google services, analyzing why successful games in the same genre perform well, and applying those insights to make the game monetizable and scalable while preserving a strong core gameplay experience.