SYS/G0 · Games

11+ years of shipping mobile games.

C# and Unity at Fuero Games and then Orbital Knight in Warsaw: released free-to-play titles, a live game I've run alone since mid-2024, prototypes, and multiplayer research.

11+ yrs
shipping mobile gamessince 02.2015
6
released titlesplus prototypes and research demos
100M+
Crazy Kick lifetime downloadssole engineer since 2024
Stack
  • Unity
  • C#
  • ECS (Entitas)
  • Zenject
  • Roslyn code generators
  • Live ops
  • AWS (2019 to 2022)
SYS/G1 · Titles

Every title

Showing all 13 titles

  • Crazy Kick, key art
    Crazy Kick app icon

    100M+ lifetime

    Football Live

    07.2024 to now Orbital Knight · published by Voodoo

  • Pocket Blaster, key art
    Pocket Blaster app icon

    Arcade shooter Released

    07.2018 to 03.2019 Orbital Knight

  • Slashy Knight, key art
    Slashy Knight app icon

    RPG runner Released

    01 to 07.2018 Orbital Knight

    Original version unavailable

    Full page
  • Kickerinho World, key art
    Kickerinho World app icon

    Football Released

    12.2017 to 01.2018 Orbital Knight

  • Winions: Mana Champions, key art
    Winions: Mana Champions app icon

    Card defender Released

    02.2016 to 12.2017 Fuero Games

    Delisted

    Full page
  • Age of Cavemen, key art
    Age of Cavemen app icon

    Strategy Released

    02.2015 to 02.2016 Fuero Games

    Delisted

    Full page
  • Multiplayer Research

    03 to 12.2019 Orbital Knight · GameINN research grant

    Delisted

    Full page
  • Hyper-casual Prototype

    06.2024 Orbital Knight

  • Hyper-casual Prototype

    01 to 05.2024 Orbital Knight

  • Mid-core Prototype

    12.2022 to 12.2023 Orbital Knight

  • Mid-core Prototype

    12.2022 to 12.2023 Orbital Knight

  • Mid-core Prototype

    12.2022 to 12.2023 Orbital Knight

  • Mid-core Prototype

    12.2022 to 12.2023 Orbital Knight

Art from official store listings and press kits · prototypes have no public media

SYS/G2 · Engineering

Beyond gameplay

Work most gameplay roles never touch, mostly done solo. Dated experience, with measured results from the grant documents.

  1. E1

    A multiplayer backend on AWS, built alone

    2 AWS regions with Fargate game servers, 11 Lambdas for geo-routing, matchmaking and autoscaling, DynamoDB fleet state and a build pipeline for four platforms. 2019 to 2022; shipped as a public open-beta demo, not a long-running service.

  2. E2

    Latency, measured

    An average round trip of 97.64 ms over 500+ samples, against a 150 ms target, and a record-and-replay test framework that automated every test scenario.

  3. E3

    Anti-cheat by deterministic resimulation

    Every planted cheat caught, with 0 false positives, on 25 lab matches (lab conditions).

  4. E4

    Two EU Horizon 2020 research projects

    Multiplayer and AR use-cases on EU edge and cloud testbeds: network engine optimisation, a 32-bot load tester, telemetry on AWS. 2020 to 2022.

SYS/G3 · Crossover

What games taught me about agents

  1. 01

    Unattended servers became unattended agents

    Matchmaking and autoscaling had to work at 3 a.m. without me. So does an overnight agent run, and the same things matter: logs, limits and a way back.

  2. 02

    Frame budgets became context budgets

    A mobile frame gets a few milliseconds on a cheap phone. An agent session gets a context window; I measure what's always loaded and cut what doesn't earn its place.

  3. 03

    Release checks became verification

    Nothing shipped until it passed QA and review. An agent's task isn't done until a test, a diff or a screenshot says so.

fig.g1 · game ai ↔ agent same shapes
Game AI concepts and their agent equivalents
Game AIAgent
SelectorRouter node
SequencePlan steps
ConditionGuard / verify
ActionTool call
BlackboardGraph state
TickLoop step

See what I build now

game.details