Product Manager

Spin N Roll
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Created multiple mini arcade games as part of a new feature within Spin n Roll, currently in the final stages before release.
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Implemented robust analytics systems using server configurations to track in-game player behaviour, session lengths, and feature engagement. Regularly analyzed metrics to optimize gameplay and user retention.
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Designed and integrated unique intellectual properties, configuring them server-side to enable seamless updates and new game content without requiring app reinstallation.
Song Beat
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Fine-tuned assets and animations to optimize performance, reducing load times and improving frame rates across different device configurations.
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Identified and resolved gameplay bugs and glitches, improving stability and delivering a smoother, more enjoyable player experience.
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Coordinated with the QA team to conduct rigorous testing for new features, ensuring seamless integration and compatibility across devices.
Strike Force 2
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Optimized game code and assets, achieving a performance improvement of over 25%, resulting in faster load times, smoother graphics, and an improved player experience.
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Successfully ported Strike Force 2 from Android to HTML using Google Web Toolkit (GWT) in Android Studio, expanding accessibility across web platforms and reaching a broader audience.
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Collaboratively designed and implemented a cohesive UI system, improving user interface flow, visual clarity, and overall player engagement.
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Solved critical bugs and blockers to make a smoother experience.
Idle Farming
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Worked alongside the Game Designer to co-develop core game mechanics and refine the player experience, ensuring that gameplay elements aligned with the game’s vision and goals.
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Built comprehensive coin and gem currency systems, balancing rewards and in-game economics to increase player engagement and incentivize progression.
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pplied optimization techniques specific to LibGDX, improving frame rates and asset loading times, ensuring a high-performance experience on Android devices.
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Transferred Idle Farming from Android to an HTML version using Google Web Toolkit (GWT) in Android Studio, enhancing accessibility for web players and expanding the potential user base.
Adventure Story 2
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Regularly tracked and analyzed metrics like Application Not Responding (ANR) rates, crash frequencies, Daily Active Users (DAU), and Monthly Active Users (MAU), using insights to identify and resolve issues promptly.
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Implemented Firebase and Google Analytics to capture and analyze player metrics, enabling data-driven decisions to enhance gameplay and user experience.
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Conducted A/B tests on key features and updates, gathering insights to refine and optimize elements that resonated most with players.
Color with Friends
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Designed and deployed a real-time multiplayer system on Heroku, leveraging Node.js for server-side logic to ensure smooth, interactive gameplay among players.
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Developed an intuitive draw and paint system that supports freehand drawing, colour fills, and brush selection, creating a highly interactive and creative experience.
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Enhanced server-client communication to minimize lag, ensuring real-time accuracy in player actions and interactions during multiplayer sessions.
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Utilized the Command Pattern to add undo and redo functionalities, allowing players to make creative adjustments effortlessly, boosting user control and satisfaction.
Battle Tank
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Developed complex enemy behaviours such as Patrolling, Chasing, and Attacking using the State Design Pattern, creating a dynamic and engaging AI that adapts to player actions.
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Integrated an Achievement System through the Observer Pattern, triggering player rewards and recognition dynamically based on in-game actions, which enhances player motivation.
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Created a modular weapon system that allows players to customize and upgrade tank weaponry, adding depth to gameplay and encouraging strategic decision-making.
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Employed Object Pooling for bullet instances, significantly boosting performance by reducing memory allocations and enabling smooth, lag-free gameplay during intensive combat scenes.
The Explorer (Unity)
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Leveraged Scriptable Objects to maintain and manage player data, achieving efficient data handling and seamless updates without the need for excessive runtime memory usage.
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Created an inventory system to manage player collectables, making item management intuitive and allowing players to keep track of essential resources.
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Developed 2D enemy AI with various states like patrolling, alert, and pursuit, providing a dynamic challenge that adapts to player actions and improves engagement.
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Built an advanced animation state machine to handle complex character movements, including blending different animation states like running, jumping, climbing, and idle based on player inputs and AI actions.
Zelda Recreate (Love 2D)
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Implemented a flexible top-down camera system that follows the player’s movement, ensuring smooth transitions and dynamic scaling. Designed a tile-based system with collision detection to create immersive environments and responsive gameplay.
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Designed a quest system that integrates with in-game NPCs, allowing players to take on quests with objectives, rewards, and dynamic dialogues, enhancing the game's narrative depth.
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Created a system where NPCs have distinct personalities and responses, allowing players to interact, trade, and engage in conversations that impact the story and game progression.
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Crafted levels with increasing difficulty, introducing new challenges, enemies, and obstacles that test the player's skill while maintaining balance for a rewarding experience.
Tiny Tom (Love 2D)
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Built an AI system for 2D patrolling enemies, incorporating behaviors such as idle, chasing, and attacking, using state transitions that react to the player’s position and actions, creating a challenging enemy dynamic.
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Designed and integrated a fluid animation system for both the player and enemies, including idle, walking, jumping, and attack animations, enhancing character movement and adding visual appeal.
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Refined collision detection for the player and enemies, improving the accuracy of hitboxes and ensuring smooth interactions with platforms, walls, and obstacles.
Connect the Dots
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Implemented a realistic 2D physics system for handling collisions between the ball and various platforms, ensuring smooth interactions and providing satisfying feedback for players when the ball bounces or rests on platforms.
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Created engaging levels using various obstacles and platforms that challenge the player’s skill, incorporating unique designs that require players to think strategically about their moves.
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Designed a user-friendly input system that allows players to easily drag, place, and manipulate objects (such as lines or platforms) on the screen, enhancing the player experience and making the game intuitive and accessible.
Snake 2D
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Recreated the iconic Snake game in Unity, staying true to the original design with updated visuals and smooth mechanics, providing an engaging retro experience for modern players.
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Employed 2D arrays for efficient grid-based movement, managing snake positions and food generation while simplifying collision detection and grid-based logic for gameplay consistency.
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Added power-ups (e.g., speed boosts, invincibility) and poison food (which reduces the snake's size or causes damage) to enhance the strategic depth of the game, creating more variety and player decision-making.
Zombie Shooter (Love 2D)
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Streamlined rendering and asset management, ensuring smooth gameplay even with numerous objects (bullets, enemies, etc.) on screen at once, reducing lag and maintaining a high frame rate.
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Implemented smooth top-down movement for both the player and enemies using mathematical functions (such as vector calculations and angle-based movement), ensuring responsive and realistic controls for navigation and combat.
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Designed levels with strategic placement of obstacles (walls, barricades) and enemy spawns to create a dynamic and engaging gameplay environment, promoting strategy and skilful navigation.
Shoot the Disc (Love 2D)
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Implemented a scoring system that tracks player progress and rewards performance. Designed a timer feature to limit gameplay sessions or create timed challenges. Introduced randomness in-game elements (such as disc speed, trajectory, or enemy spawn) to enhance replayability and unpredictability.
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Designed a level progression system where each new level introduces higher difficulty, such as faster discs, more obstacles, or limited time, providing a challenging experience that adapts to the player’s skill level.
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Designed an achievements system where players unlock specific milestones (e.g., hitting a certain number of targets or completing levels under time limits), adding extra challenges and replayability.
Minesweeper
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Created a fully functional console-based Minesweeper game, implementing the core mechanics (grid creation, mine placement, and user interactions) in a terminal environment, providing a retro yet engaging experience.
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Structured the entire game using OOP principles, encapsulating game logic within classes (such as Grid, Cell, and Game), promoting maintainability, and enabling future expansion or feature additions (e.g., different grid sizes or multiple difficulty levels).
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Applied a recursion-based algorithm to reveal empty cells efficiently, following Minesweeper’s core mechanic where clicking on an empty cell recursively uncovers adjacent cells, ensuring optimal performance even with larger grids.
Flappy Bird
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Developed an endless world system where the background, obstacles, and other environmental elements move to simulate continuous gameplay, rather than moving the player character, optimizing performance by keeping the player’s movement minimal.
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Developed a procedural generation system to place obstacles (pipes) at randomized heights and intervals, ensuring a dynamic and unpredictable gameplay experience while maintaining consistent difficulty.
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Developed precise collision detection between the player character and obstacles (pipes), as well as the ground, triggering game-over conditions when the player hits any obstacle, enhancing the game’s challenge.