Unity · UK resident · Vietnam-based · Remote worldwide

Paul Blower

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.

12 years in Unity, all areas of the engine
28M+ lifetime downloads on featured titles
iOS · Android · Switch · Steam shipped and live on real storefronts

Selected work

Games that found players.

~10M downloads Playember · 2021 Android

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 study

~10M downloads Playember · 2023 Android

Superhero Race

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

Case study

~5M downloads Playember · 2022 iOS · Android · Switch

Raft Life

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

Case study

~2M downloads Kwalee · 2020 iOS · Android

Clean Up 3D

Vacuum everything, grow, and clear the town. A three-stat upgrade loop built for satisfying pickup and one-more-run sessions.

Case study

~1M downloads Lion Studios · 2019 iOS · Android

Pressure Washer

Dirt-reveal washer with rotating props and heavy haptics. Hit the top 10 free Android games on launch.

Case study

Also shipped

More titles.

Slingshot Crash Playember · Android
Food Hole Playember · delisted
Brick Sorter Playember · delisted
Tap Tap Blox Fighters Playember · delisted
Idle Civilization Playember · Android

What I bring

Unity, end to end.

The whole engine

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.

C# that ships

Clear gameplay code, editor tools, and the wiring between live features. Written to be changed next week, not admired in a vacuum.

Mobile performance

Hyper-casual lives on low-end devices. Draw calls, fill rate, memory, load times, and the feel of the first ten seconds.

Juice and haptics

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.

Prototype to live ops

Fast first playable, then IAP, ads, economy hooks, and the small loops that keep a free-to-play title in market.

Multi-store shipping

iOS, Android, Nintendo Switch, and Steam. Certification, platform requirements, store assets, and the last mile that most portfolios skip.

About

Paul Blower

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

Tell me what you are making.

Contract or permanent. UK resident based in Vietnam, available for remote work worldwide. I will reply to serious production work.

Prefer email?