- Released World War AI, a 4 player co-op FPS with a roguelite upgrade loop released on Bossa Presents for PC;
- Created a network library that isolates game code from network transport, matchmaking and topology, used in 2 released games and 5 game jam projects and supporting GameKit, LiteNetLib and Photon Realtime as transports;
- Fast tracked 2 other programmers to network the existing local multiplayer game in about 2 months.
AntiAir Squad
A small game based on Air-Sea Battle for the Atari 2600, made in about an evening.
- Music “Chiptronical” and “Common Fight” by Patrick de Arteaga, CC BY 4.0
- PixelSix Font by Cal Henderson
- Pixellari Font by Zacchary Dempsey-Plante


Hogwash
Pitching one against three in a race against the clock, this colour-soaked rasher of chaos is the ultimate team-based, feel-good game.
Company: Bossa Studios
Feb 2019 – Oct 2019
- Released Hogwash, a synchronous third person multiplayer game released on Apple Arcade for iOS, tvOS and macOS;
- Created a network library that isolates game code from network transport, matchmaking and topology, used in 2 released games and 5 game jam projects and supporting GameKit, LiteNetLib and Photon Realtime as transports;
- Worked with other programmers to implement game features.
Hogwash for Apple Arcade (Bossa Studios)





ShieldsUp
A little game jam inspired by the Enemy Mind ship swapping gameplay, with some collectability and endless runner mixed in.
Unreleased mobile sims game
This one is just for external memory help, it was a short but sweet one.
Company: SixtyFive02
May 2018 – June 2018
Created a tool to synchronize a big amount of item data from Google Spreadsheets to prefabs using the Banshee database for Unity. The game has some interesting proposals using AI (behavior trees and utility AI at the time) to make NPCs guide the gameplay organically.
Cancelled pet mobile game
In order to centralize my professional stuff a bit more I will use this space instead of Behance to showcase the projects I was part of.
Company: Elm Interactive
Nov 2017 – May 2018
- Working on a cancelled mobile game for a famous cartoon pet IP;
- Activities included UI implementation and polish, new features and bug fixes;
- Implemented 2.5D character pathfinding, reviewed the game camera;
- Developed parts of a multiplayer server to complement Playfab.
Beartopia
Start a new life in a cozy island village full of adorable bears! Beartopia is a multiplayer game where you can chat with friends, shear sheep, harvest fruit, and ultimately build a beautiful, bustling community. Meet the quirky villagers–they seriously need your help. Train your family of bears to earn money while you are away. Cooperate with other players to rebuild the old lighthouse and other village landmarks.
Company: Spry Fox
Sep 2016 – Oct 2017
- Released Beartopia for the Google Daydream VR platform, an MMO with idle game features and cute 3D bears, using Unity for the client and C#/Mono for the server;
- Main activities included porting the single player prototype to a multiplayer game, server and client features, polishing and preparing the game for release;
- Also made efforts to unit test the server code and wrote Python and Bash scripts to help localizing the game and other server tasks.
Beartopia for Google Daydream (Spry Fox)
void* DOMINATION
So, here is the result of a spontaneous weekend game jam. The concept is not mine, but it is some kind of space “Risk” (the board game). To play first click a colored planet and then another one to attack it. Esc pauses. Enjoy!
Impromptu Jake
This is the game Laura Lee and I made for Global Game Jam 2015, plus some extra developer hours to add sound and music, optimize a bit, make a proper ending etc. Enjoy!
Farmerama
Company: Bigpoint GmbH
Oct 2014 – Aug 2016
- Working on Farmerama, an award winning farm simulation game with 800.000+ MAU at the time, developed with Adobe Flash and ActionScript 3 for the web;
- Programmer on an Unity mobile game and researching porting Farmerama to Unity;
- Activities include client side implementation of seasonal content, game and processes improvements;
- Improved team and game performance by refactoring the icon system (more than 5.000 icons in the game).