11+ years of shipping mobile games.
C# and Unity at Fuero Games and then Orbital Knight in Warsaw: released free-to-play titles, a live game I've run alone since mid-2024, prototypes, and multiplayer research.
Every title
Showing all 13 titles
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Art from official store listings and press kits · prototypes have no public media
Crazy Kick
Football · Live
- Lifetime downloads
- 100M+
- My period
- 07.2024 to now
- Year
- 2019
- Platforms
- iOS & Android
- Role
- Sole engineer: live ops, A/B tests, ads, IAP, analytics
- Studio
- Orbital Knight · published by Voodoo
- Engine
- Unity
- Team
- Sole engineer since 07.2024
- Availability
- Live Live on both stores
- Store ratings
-
- 4.5★ · 250k ratingsGoogle Play, Sep 2026
- 4.7★ · 953k ratingsApp Store (US), Sep 2026
The football game where you control the ball, not the players: dribble past opponents and shoot. Live since June 2019. The lifetime downloads come from the publisher’s user acquisition, not from me; I have been its sole engineer since mid-2024.
Highlights
- The full live-ops loop on my own: A/B test planning, features, rollout, analytics, go or no-go
- Spotted a build that shipped with ads disabled on the dashboards; partial rollback and a same-day hotfix
- About 400k daily players
A roguelike arcade shooter: deal a lot of damage, knock monsters back and blast them. Released on iOS in January 2019. Its multiplayer demo later became the test bed for a research grant (see Pocket Blaster Multiplayer).
Slashy Knight
RPG runner · Released
- My period
- 01 to 07.2018
- Year
- 2018
- Platforms
- iOS & Android
- Role
- Unity developer, in the run-up to launch
- Studio
- Orbital Knight
- Engine
- Unity
- Availability
- Original version unavailable Re-released in 2026 by another publisher as a rework with new art; this is the 2018 original
- Store ratings
-
- 3.9★ · 939 ratings · 100k+ installsGoogle Play, archived listing, Nov 2020
An RPG-exploration runner: slash through monsters, complete quests and recruit heroes across blocky worlds. I worked on it at Orbital Knight in the months before its August 2018 launch.
Media · official store and press-kit art
Kickerinho World
Football · Released
- My period
- 12.2017 to 01.2018
- Year
- 2016
- Platforms
- iOS & Android
- Role
- Unity developer on the live game
- Studio
- Orbital Knight
- Engine
- Unity
- Availability
- Live Still on both stores; no updates since 2021
- Store ratings
-
- 4.2★ · 74.6k ratings · 5M+ installsGoogle Play, Sep 2026
- 4.1★ · 1.1k ratingsApp Store (US), Sep 2026
A freestyle football game: keep the ball in the air, learn tricks and travel to new cities. It launched in 2016; I joined Orbital Knight in December 2017 and worked on the live game as my first project there.
Media · official store and press-kit art
Winions: Mana Champions
Card defender · Released
- My period
- 02.2016 to 12.2017
- Year
- 2017
- Platforms
- iOS & Android & PC
- Role
- Gameplay and client systems
- Studio
- Fuero Games
- Engine
- Unity
- Availability
- Delisted No longer available on mobile stores or Steam
- Store ratings
-
- 4.6★ · 1.2k ratings · 10k+ installsGoogle Play, archived listing, Aug 2019
Action meets tower defense meets card game: summon minions from your deck, raid other players’ bases and defend your own. Soft-launched on mobile in 2017 and released on Steam in 2018.
Highlights
- Client-side integration of multiplayer backend services
- UI, analytics, purchases and ads plugins
Age of Cavemen
Strategy · Released
- My period
- 02.2015 to 02.2016
- Year
- 2016
- Platforms
- iOS & Android & PC
- Role
- Gameplay and client systems
- Studio
- Fuero Games
- Engine
- Unity
- Availability
- Delisted No longer available on mobile stores or Steam
- Store ratings
-
- 4.4★ · 9.3k ratings · 100k+ installsGoogle Play, archived listing, Jan 2021
A free-to-play multiplayer strategy game: build a prehistoric village, lead an army, form alliances and raid rivals. On mobile and PC (Steam, 2016). My first studio project.
Pocket Blaster Multiplayer
Multiplayer · Research
- My period
- 03 to 12.2019
- Year
- 2020
- Platforms
- Android
- Role
- Solo: multiplayer engine, AWS backend, test platform
- Studio
- Orbital Knight · GameINN research grant
- Engine
- Unity
- Team
- Solo build: implementation, AWS, configuration
- Availability
- Delisted The open beta has ended; no longer on Google Play
The demo for a research grant on a multiplayer ECS engine and test platform, built solo. It was a public open beta, not a long-running production service. The screenshots come from its Google Play beta listing, published by Orbital Knight: a top-down arena shooter with a health bar, a coin counter and a round tracker.
Highlights
- Two-region AWS backend: Fargate game servers, Lambda matchmaking and autoscaling, DynamoDB fleet state
- Average round trip 97.64 ms over 500+ samples, against a 150 ms target
- Record-and-replay test framework automating every test scenario
- Shipped as a public open beta on Google Play in 2020
Build Jam
Hyper-casual · Soft launch
- My period
- 06.2024
- Year
- 2024
- Platforms
- Mobile
- Role
- Unity developer
- Studio
- Orbital Knight
- Engine
- Unity
A colour-matching puzzle game for mobile: a wall of coloured bricks sits above a grid of builders, and you tap builders to send them, through a short row of waiting slots, to the bricks of their own colour. Each cleared wall goes into a house, and a finished house unveils the next one to build. Built at Orbital Knight in Unity and published on Google Play by Orbital Knight.
Fishing Harvest
Hyper-casual · Soft launch
- My period
- 01 to 05.2024
- Year
- 2024
- Platforms
- Mobile
- Role
- Unity developer
- Studio
- Orbital Knight
- Engine
- Unity
- Store ratings
-
- 4.2★ · 129+ ratings · 10k+ installsGoogle Play, Sep 2026
An arcade fishing game for mobile: you steer a small boat around a netted pond, scoop up the fish, and trade the catch for coins by filling the villagers’ orders. Coins go into better gear; a diving mode sends you down a reef shaft for rarer species, and a home aquarium holds what you have found. Built at Orbital Knight in Unity and published on Google Play by Orbital Knight.
Mow Them Down
Mid-core · Soft launch
- My period
- 12.2022 to 12.2023
- Year
- 2023
- Platforms
- Mobile
- Role
- Unity developer
- Studio
- Orbital Knight
- Engine
- Unity
- Availability
- Delisted No longer on the store
An action game for mobile, built at Orbital Knight in Unity as a prototype for the publisher SandSoft, who soft-launched it. Seen from above at an angle, a homeowner with a blaster defends a suburban lawn against UFOs that beam down waves of cartoon alien enemies, with damage numbers and pickups on the grass. The game is no longer on the store; the art here comes from a mirror copy of its old listing.
Star Harvester
Mid-core · Soft launch
- My period
- 12.2022 to 12.2023
- Year
- 2023
- Platforms
- Mobile
- Role
- Unity developer
- Studio
- Orbital Knight
- Engine
- Unity
- Availability
- Delisted No longer on the store
A mobile game in two halves, built at Orbital Knight in Unity as a prototype for the publisher SandSoft (the store listing names QuickSand Games), who soft-launched it. An astronaut digs through underground rock for resources, then spends them on turrets, shields and a rocket to hold a domed moon base against growing waves of dark monsters. The game is no longer on the store; the art here comes from a mirror copy of its old listing.
Zombie Wasteland
Mid-core · Soft launch
- My period
- 12.2022 to 12.2023
- Year
- 2023
- Platforms
- Mobile
- Role
- Unity developer
- Studio
- Orbital Knight
- Engine
- Unity
A top-down arena game for mobile: you drive a monster truck with a wrecking ball on a chain through a desert full of zombies and score by running them down, racing four rivals on a live leaderboard until the 3-minute round ends. Rounds level the truck up mid-match; between rounds a garage screen holds cars and upgrades bought with the coins and rewards each run pays out. Built at Orbital Knight in Unity as a prototype for the publisher SandSoft, who soft-launched it on Google Play.
Package Delivery
Mid-core · Soft launch
- My period
- 12.2022 to 12.2023
- Year
- 2023
- Platforms
- Mobile
- Role
- Unity developer
- Studio
- Orbital Knight
- Engine
- Unity
A top-down delivery race for mobile: you drive a yellow van around a toy-scale city, pick parcels up from marked bays, stack them on the roof and race three rivals to the glowing Delivery Zone before the round timer runs out; the parcel counter (0 of 50) fills as rounds go on, and the map moves from a suburb to a harbour with cranes and a downtown of glass towers. Built at Orbital Knight in Unity as a prototype for the publisher SandSoft; the ad videos carried the name Cargo Clash and a Google Play badge, and the title is no longer on the store.
Beyond gameplay
Work most gameplay roles never touch, mostly done solo. Dated experience, with measured results from the grant documents.
- E1
A multiplayer backend on AWS, built alone
2 AWS regions with Fargate game servers, 11 Lambdas for geo-routing, matchmaking and autoscaling, DynamoDB fleet state and a build pipeline for four platforms. 2019 to 2022; shipped as a public open-beta demo, not a long-running service.
- E2
Latency, measured
An average round trip of 97.64 ms over 500+ samples, against a 150 ms target, and a record-and-replay test framework that automated every test scenario.
- E3
Anti-cheat by deterministic resimulation
Every planted cheat caught, with 0 false positives, on 25 lab matches (lab conditions).
- E4
Two EU Horizon 2020 research projects
Multiplayer and AR use-cases on EU edge and cloud testbeds: network engine optimisation, a 32-bot load tester, telemetry on AWS. 2020 to 2022.
What games taught me about agents
- 01
Unattended servers became unattended agents
Matchmaking and autoscaling had to work at 3 a.m. without me. So does an overnight agent run, and the same things matter: logs, limits and a way back.
- 02
Frame budgets became context budgets
A mobile frame gets a few milliseconds on a cheap phone. An agent session gets a context window; I measure what's always loaded and cut what doesn't earn its place.
- 03
Release checks became verification
Nothing shipped until it passed QA and review. An agent's task isn't done until a test, a diff or a screenshot says so.
| Game AI | Agent |
|---|---|
| Selector | Router node |
| Sequence | Plan steps |
| Condition | Guard / verify |
| Action | Tool call |
| Blackboard | Graph state |
| Tick | Loop step |