Game Production Portfolio

Helix Stack Jump

Kooapps - Producer

Helix Stack Jump is a hypercasual mobile game in which players break through a tower of stacked rings until they reach the bottom. They must avoid black ring segments that destroy the player if they try to break through it. It's a satisfying and relaxing experience to play during a busy person's downtime.

Helix Stack Jump is owned and developed by Kooapps. The recorded gameplay found here is to demonstrate my work and features that were implemented in this game.

Download on Google Play Store

Download on Apple App Store

At Kooapps, my title was Associate Game Designer. However, I fulfilled the responsibilities as the producer for my projects as well. I maintained tight communication between my international engineering and art teams to cut wasted time and resources, even when working in different time zones.

Working on Helix Stack Jump, I utilized software development methodologies like Agile and Waterfall, and I worked on Atlassian Confluence and ClickUp to develop and maintain this project.

Every day, I would meet in Scrum meetings to inform my team what design specifications I was working on and to be updated on how the developers were doing with their sprints. Before a sprint, I would create a Waterfall: First, I create all the tasks for an upcoming release, including art and engineering tasks. Second, the artists will fulfill all their tasks, and I would provide the assets to the engineers. Third, I would meet with the engineering team and go through each task to clarify confusion, establish time frames, and set priorities if some tasks need to be delayed. Only after the Waterfall is done does the engineering team begin their sprint. During their sprint, I keep in close contact with daily Scrums to remove any of their blockers.

I maintained a project roadmap to implement features and target long-term key performance indicator (KPI) goals. I added to the Atlassian Confluence wiki my updated roadmap, project requirements, live events timelines, metrics reports, A/B tests, and operation guides. The Atlassian Confluence wiki is used by all my team members and the rest of the studio, so they know the state of my project.

I developed tasks in the Kanban board, ClickUp, for design, art, and engineering requirements. For example, in preparing for a monthly live event, I would create a master development ticket and fill it with subtasks for specific features like gameplay, UI, or A/B tests and fill each ticket with my design specifications. Then I would create a master art ticket with subtasks correlated to each engineering task and link each related engineering-art task together. On these tasks, I provided resources, wikis, design specifications, and iteration feedback regularly to minimize confusion and wasted time.

From my work, I performed 7 A/B tests, streamlined the workflow between artists and engineers, and created five successful monthly live events.

Click Here to Learn More About My Work on Helix Stack Jump

Fruity Fall Live Event Gameplay (2022-08)

Helix Stack Jump Performance

Recorded on Google Play Store Version, Feb. 2022 - Aug. 2022

Since I started designing and producing this project:

  • Live Event Games Complete OPU increased by over 280%

  • Live Event RV Ads OPU increased by over 1,500%

  • Daily Challenge Games Complete OPU increased by over 380%

  • Daily Challenge RV Ads OPU increased by over 1,400%

  • Advertisement Revenue Per Daily Active User increased by over 10%

NOTE: When Live Events are active, they replace the Daily Challenge. The Daily Challenge is only shown in game when there is no active Live Event.

Gun Matrix and Rapid Development

Kooapps - Producer

Gun Matrix is a hypercasual mobile game in which the player runs through a level and precisely shoots enemies at the correct time.

Gun Matrix is owned and developed by Kooapps. The recorded gameplay found here is to demonstrate my work and features that were implemented in this game.

Download on Google Play Store

At Kooapps, my title was Associate Game Designer. However, I fulfilled the responsibilities as the producer for my projects as well. I maintained tight communication with my international outsourcing teams to create rapid game prototypes.

Gun Matrix was one of eight games I rapidly developed. It was the most successful game, achieving an average of 17% Day 1 Player Retention. Working on rapid game development, I utilized Agile methodologies, and I worked on Atlassian Confluence and ClickUp to develop and maintain these projects.

I worked with international outsourcing teams to create these projects. I held three weekly Scrum meetings to update my teams on tasks I am creating, clarify what is expected for target builds, and remove blockers they experience.

I used a Kanban board, Trello, to create tasks for my projects, providing design specifications, wikis, and any requirements. During a Scrum meeting, I clarified any confusion on tasks, established time frames, and set priorities if some tasks need to be delayed. When my teams' sprints are over, I review the builds and publish them to the Google Play Store using the Google Play Console.

I maintained to the Atlassian Confluence wiki the dates of the latest builds, project back-end requirements, Scrum notes and goals, weekly metrics reports, play testing feedback, and operation guides. Kooapps uses the Atlassian Confluence wiki, so they know the state of my projects.

Click Here to Learn More About My Work on Gun Matrix and Rapid Development

Gun Matrix Gameplay

Freight Hopper

Husky Game Studio - Producer

Freight Hopper is a physics-based, fast-paced, first-person platformer game. Challenge yourself to reach the goal as fast as possible while dodging obstacles and jumping between zooming trains. A short 10-level game to relax or compete for better times.

Release July 29th, 2022, on Steam for Windows, Mac, and Linux, for free! Developed by Husky Game Studio.

Download on Steam

Don't have Steam? Download Here

I was the Lead Game Designer for Husky Game Studio, however, I took production responsibilities as well. I participate in project management aspects like determining sprint tasks for my artists and engineers, target goals with deadline timeframes, and determining what content should be presented to the public on the Husky Game Studio's LinkedIn, Twitter, and YouTube.

From my time working on Freight Hopper, I have learned how to work with a small group of 10 people by utilizing tight written and verbal communication to clarify progress and prioritize project objectives to complete. This experience has taught me how to organize my team using a Kanban board, ClickUp. We utilize Agile methodologies, such as weekly SCRUM meetings, in addition to other specialized coding and art reviews; all our development runs through quality assurance and playtesting for iterative progress.

Not only do I contribute to the maintenance of our software development cycle, but more importantly, I ensure my friends and classmates in Husky Game Studio are not overworking themselves. We are a student-run studio, not a formal company. As such, I check in on my peers regularly to see that they are not pressured to put their work in Freight Hopper above their other responsibilities.

Click Here to Learn More About My Work on Freight Hopper

Freight Hopper Gameplay Trailer

Freight Hopper Performance on Steam

Recorded July 29th - September 3rd, 2022
  • 9,000 Purchased Copies

  • 2,737 Unique Players

  • 139 Average Daily Active Users (last seven days)

  • 218 Wishlists

  • 2,724 Total First-Time Downloads

  • 40-Minute Average Playtime

  • 431,707 Impressions

  • 53,202 Visits

  • 12.32% Impressions->Visits, Click-through Rate

  • 34 Reviews, 97% Positive

Overall, I am ecstatic that people enjoy Freight Hopper. It was a fantastic pleasure to work with great classmates and produce something that others found valuable. If Freight Hopper sees more growth as the metrics are depicting, I will continue to work on additional gameplay for the game.

Freight Hopper has a Speedrun.com page with one uploaded run listed at 2 minutes, 32 seconds, 967 milliseconds. Check out the speed run here!