~35M downloads
A collect-and-trade card game with pack-rip feel and a live player market. Built in Unity and taken to a global Android launch.
- Role Main developer
- Built Collection, pack opening, trade board
- Store Android listing live


Available for contract or permanent work Unity · 15 years
Unity expert. Shipped hyper-casual games to hundreds of millions.
I am the developer behind published hits with Lion Studios, Kwalee, and Playember. Fifteen years in Unity, across the whole engine. I take games from first prototype to the stores.
Published by
01 Selected work
Five commercial titles where I was the main Unity developer, published by Lion Studios, Kwalee, and Playember.
Lifetime downloads
120M+~35M downloads
A collect-and-trade card game with pack-rip feel and a live player market. Built in Unity and taken to a global Android launch.


~25M downloads
Swap heroes mid-run, smash the lane, and unlock a roster of power fantasies. Tuned for feel and cadence, then shipped at scale.


~10M downloads
Survival builder on a shrinking scrap of wood: chop, farm, expand, and keep the shark off the raft. Same Unity project, three storefronts.


~8M downloads
Vacuum everything, grow, and clear the town. A three-stat upgrade loop built for satisfying pickup and one-more-run sessions.
~5M downloads
Dirt-reveal washer with rotating props and heavy haptics. Hit the top 10 free Android games on launch.
02 Also shipped
03 What I bring
Gameplay, systems, UI, animation, shaders, tooling, addressables, and the unglamorous work that makes a build ship. Fifteen years. I do not specialise away from the hard parts.
Clear gameplay code, editor tools, and the wiring between live features. Written to be changed next week, not admired in a vacuum.
Hyper-casual lives on low-end devices. Draw calls, fill rate, memory, load times, and the feel of the first ten seconds.
The difference between a prototype and a hit is often the hit-stop, the spray, and the phone buzzing in the hand. I treat feel as a system.
Fast first playable, then IAP, ads, economy hooks, and the small loops that keep a free-to-play title in market.
iOS, Android, and Nintendo Switch. Cert, store assets, and the last mile that most portfolios skip.
04 About
I was the main developer on the games above, not a feature contractor on the edges of someone else's build.
I am 42, from the UK, and I have spent fifteen years inside Unity.
The work is hyper-casual and commercial: games that had to feel good on day one, survive store algorithms, and keep running after launch. Lion Studios, Kwalee, and Playember published them. I built them.
I am available for freelance, contract, or a permanent Unity seat. If you need someone who can open an empty project and come back with a live game, start a conversation.
Read the CVFrom the CV
Founded and ran a Garry's Mod multiplayer gamemode business for about eight years, then sold it.
Lion Studios. Top 10 free Android on launch.
Kwalee. iOS and Android, around eight million downloads.
Playember. Around thirty-five million downloads.
Playember. iOS, Android, and Nintendo Switch.
Playember. Around twenty-five million downloads.