Hyper Cards
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.
Case studyUnity · UK resident · Vietnam-based · Remote worldwide
Unity expert. Shipped hyper-casual games to tens of millions.
I am the developer behind published hits with Lion Studios, Kwalee, and Playember. Twelve years in Unity, across the whole engine. I take games from first prototype to the stores.
Selected work
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.
Case studySwap heroes mid-run, smash the lane, and unlock a roster of power fantasies. Tuned for feel and cadence, then shipped at scale.
Case studySurvival builder on a shrinking scrap of wood: chop, farm, expand, and keep the shark off the raft. Same Unity project, three storefronts.
Case studyVacuum everything, grow, and clear the town. A three-stat upgrade loop built for satisfying pickup and one-more-run sessions.
Case studyDirt-reveal washer with rotating props and heavy haptics. Hit the top 10 free Android games on launch.
Case studyAlso shipped
What I bring
Gameplay, systems, UI, animation, shaders, tooling, addressables, and the unglamorous work that makes a build ship. Twelve 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, Nintendo Switch, and Steam. Certification, platform requirements, store assets, and the last mile that most portfolios skip.
About
I am 42, a UK resident based in Vietnam, and I have spent twelve years inside Unity. I was the main developer on the games above — not a feature contractor on the edges of someone else’s build.
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.
Hire
Contract or permanent. UK resident based in Vietnam, available for remote work worldwide. I will reply to serious production work.