Shipped work

Twelve titles that made it out the door.

Nine of these I carried from the first idea through to release; three were mature products where my job was live operations - reading the metrics, forming a hypothesis and shipping the feature that tested it. They span mobile kids' games, casual puzzles, hidden-object adventures for the PC market and one narrative project on UE4. Every screenshot below comes straight from the live store page, and every card links to it.

Rainbow High: Coloring Games screenshotBuilt 0 → 1

Rainbow High: Coloring Games

Bini Games / TEACH & DRAW LTD · 2025

The title I am proudest of, and the one I owned end to end: concept, core loop, progression, monetisation and the GDD that the team built from. It landed in the Top 50 new kids' releases and pulled hundreds of thousands of downloads across iOS and Android almost entirely on organic traffic. With no meaningful UA budget behind it, the store page and the first ninety seconds of play had to do the marketing themselves, so most of my design effort went into making the very first colouring session feel generous and instantly readable to a child who cannot yet read.

iOSAndroid
View on store 4.6★ · 559 ratings
Cats Care! Pet Games for Kids screenshotBuilt 0 → 1

Cats Care! Pet Games for Kids

Bini Games / TEACH & DRAW LTD · 2024

A kitten daycare built from an empty document. Children feed, bathe, treat and tuck in a room full of restless cats, and every one of those verbs had to survive the hardest usability audience there is: a four-year-old with no reading ability and no patience for a tutorial. The design work was mostly subtraction - cutting states, widening hit areas, and letting animation carry the instructions that text normally would.

iOS
View on store 4.4★ · 94 ratings
Jigsaw Travel: Cards Match screenshotBuilt 0 → 1

Jigsaw Travel: Cards Match

VGam.es · 2023

A puzzle hybrid I took from pitch to store: each level is a photograph cut into cards and shuffled across a board, and the player slides and swaps tiles to bring the picture back. The interesting design tension was pacing - a jigsaw is calm and a sliding puzzle is fiddly, so the difficulty curve had to add board size and card count slowly enough that the restoration always felt like a reward rather than a chore.

Android
Todli: Drawing Games for Kids screenshotLiveOps

Todli: Drawing Games for Kids

Bini Games / TEACH & DRAW LTD · 2023-2025

A long-running title with a large installed base and more than thirty-eight thousand ratings behind it - the kind of product where you inherit someone else's decisions and have to improve the numbers without breaking what already works. My work here was live operations: reading the funnel, forming hypotheses about where sessions were leaking, writing feature GDDs aimed at specific metrics, and shipping them in a cadence the team could actually sustain.

iOS
View on store 4.5★ · 38,160 ratings
Pinksy: Drawing Games for Kids screenshotLiveOps

Pinksy: Drawing Games for Kids

Bini Games / TEACH & DRAW LTD · 2023-2025

The sister product to Todli, and the same discipline applied: analyse the current metrics, build a hypothesis, write the feature document, ship, measure, repeat. Working across two mature drawing apps at once was useful precisely because it exposed which retention effects were real and which were just noise in a single product's data.

iOS
View on store 4.6★ · 36,574 ratings
Bini Mega World: Games for Kids screenshotLiveOps

Bini Mega World: Games for Kids

Bini Games · 2023-2025

An open-town sandbox for children stuffed with mini-games, animals and small stories. As a live-ops product its problem is breadth: there is always somewhere new to add content, and almost never a clear signal about which corner of the town deserves it. Most of my contribution was deciding what not to build, and directing feature work at the specific sessions that the metrics said were ending too early.

Android
Whispered Secrets: Purrfect Horror CE screenshotBuilt 0 → 1

Whispered Secrets: Purrfect Horror CE

GrandMA Studios · 2022

A hidden-object puzzle adventure built from idea to release: a stolen Egyptian artefact, a rising tide of missing-person cases, and a great many stray cats. The craft in a HOPA is almost entirely in pacing - a scene has to alternate between search, puzzle and story beat often enough that the player never notices they have been clicking on the same screen for four minutes.

PCMac
View on store 4.2★ · 24 ratings
Whispered Secrets: Tying the Knot screenshotBuilt 0 → 1

Whispered Secrets: Tying the Knot

GrandMA Studios · 2021

Another entry in the Whispered Secrets series, taken from concept through to a shipped build. Working inside an established series is its own constraint: returning players arrive with firm expectations about tone and puzzle vocabulary, so novelty has to be introduced in the story and the set pieces rather than in the controls.

PCMac
View on store 3.9★ · 8 ratings
Whispered Secrets: Ripple of the Heart screenshotBuilt 0 → 1

Whispered Secrets: Ripple of the Heart

GrandMA Studios · 2022

A further Whispered Secrets case designed and documented from scratch. By this point the series pipeline was something I had helped rebuild, so the design work and the production work were inseparable - deciding a puzzle's shape also meant knowing which art and scripting milestones it would land on.

PCMac
View on store 3.5★ · 2 ratings
Mystery Case Files: The Last Resort CE screenshotBuilt 0 → 1

Mystery Case Files: The Last Resort CE

GrandMA Studios · 2021

An entry in one of the longest-running and most scrutinised franchises in the casual PC market - Mystery Case Files players have been comparing releases for well over a decade and are extremely vocal about it. Designing into that legacy meant treating the series bible as a hard constraint and finding room for new ideas in the investigation structure rather than in the fundamentals.

PCMac
View on store 3.0★ · 94 ratings
City of Stories: Stephan's Journey screenshotBuilt 0 → 1

City of Stories: Stephan's Journey

GrandMA Studios · 2021

A new IP rather than a series entry, which meant the design had to establish its own world, cast and visual grammar with none of the shorthand a sequel inherits. Built from the first idea through to release alongside the team I was leading at the time.

PCMac
View on store 4.0★ · 4 ratings
The Point of no Return screenshotBuilt 0 → 1

The Point of no Return

Treehouse Dreams · 2020-2021

A walking simulator on UE4 about a Ukrainian veteran - from the decision to serve, to coming home with a physical injury and an unsteady mind. I worked as game designer and, as a former serviceman myself, as military consultant: writing documentation, reviewing the script and level design, and pushing back whenever a detail rang false. It was a social project supported by the Ukrainian Cultural Foundation, and easily the most personal thing on this page.

PCUE4