GAME DEVELOPMENT PORTFOLIO
I build games
you can feel.
Original mobile games developed from the first mechanic to the final build — gameplay, code, 3D characters, AI, effects, progression, and publishing.

ORIGINAL GAMES
Built, not imagined.
Every project below is a working game with its own mechanics, visual language, systems, and technical challenges.
01FIRST-PERSON MOBILE BOXING
PunchZ
A boxing game where gestures replace buttons and the phone becomes the player’s body inside the ring.
- Directional punches, defense, and physical feedback
- Five-stage career with training and sponsorships
- Original fighters, arenas, referee, VFX, and UI
- Full Blender-to-Unity character pipeline
ARCADE VEHICLE COMBAT
BumperZ
Fast bumper-car battles on a suspended arena, built around readable collisions, powers, and short mobile matches.
- Autonomous bot behavior and target selection
- Shield, Giant, Spin Shot, and Hurricane powers
- Custom collision response and mobile controls
- Original arena, cars, materials, effects, and shaders
02
03
PHYSICS-DRIVEN ARENA COMBAT
GladiatorZ
A Unity 6 arena prototype built around momentum, impact, defensive timing, and the constant risk of being thrown into the abyss.
- Low-friction movement with readable inertia
- Impact force transfer and defensive knockback
- Bot opponents, elimination, and last-fighter victory
- Multiplayer session architecture and original lobby direction
COMPLETE PROJECT CASE
BumperZ
A mobile vehicle-combat game built around collisions, powers, bot behavior, and quick arena matches.
Make physical collisions tactical and readable on a touchscreen.
Game design, programming, bot AI, controls, 3D car, arena, VFX, and UI.
Playable Unity iOS build delivered through Codemagic and TestFlight.
Car avatars & skins
The vehicle is the player’s avatar. I prepared the original 3D model and explored a roster of visual identities for quick recognition during combat.




COMPLETE PROJECT CASE
GladiatorZ
A physics-driven arena combat prototype where momentum, impact, and defensive timing determine who survives.
Turn slippery movement and knockback into a skill-based combat loop.
Core mechanic, physics, bot logic, arena, character integration, UI, and networking structure.
Unity 6 with runtime-built systems and multiplayer session architecture.
FlipGunz avatars
The official GladiatorZ combatants come from the FlipGunz character line. These are renders made directly from the production FBXs and their textures.


THE 3D PIPELINE
Characters made
for gameplay.
Model preparation is only the start. The asset has to deform, read clearly on a phone, perform well, and respond to the game.

Shape, topology, proportions, and visual identity.
Bones, weights, deformation, and IK preparation.
Materials, textures, optimization, and engine integration.
INTERACTIVE PROOF
Inspect the fighter.
Drag to rotate and zoom. This is the actual textured character used in the PunchZ production pipeline.
END-TO-END DEVELOPMENT
One connected process.
Core mechanic
Find the interaction that makes the game worth playing.
Playable system
Build controls, rules, feedback, AI, and progression around it.
World & identity
Create characters, environments, UI, sound direction, and effects.
Ship
Optimize, test on devices, build, and prepare store delivery.
GAME PROJECT IN MIND?