Shut It

Shutit- Mobile Game

Shutit was made during my time working at Mosoga. It was a quick client job, that took close to 3 weeks to build. It was an interesting experience as It was my first client-app and I had to overcome a lot of obstacles. The game was never released and can be played here:

Please Note: You'll need to play the game in Firefox or Internet Explorer as the Unity3D Web Builds doesn't work anymore for Chrome



Frinkle - Mobile Game

Frinkle is a fun, simple interaction game that has a very addictive feel.

More About the Production:

Frinkle was a client project, It was exciting to explore 2D parallaxing and and just explore some simple mechanics and see how we can use them to make something with a similar feel to Flappy Bird. The game was an exciting project to work on, if you'd like to read more, feel free to play it here:

IOS Store
Google Play


Ninjas Vs Zombies


Moose Goose

Moose Goose - Mobile Game

A mad scientist traps a Moose in an attempt to mutate it into a Goose, against its wishes! Help the mutated Moose Goose escape the lab while avoiding the cunning and challenging traps that the scientist has planted along the way.

More About the Production:

The game was built in 2 weeks, and was a bit learning experience for the company to explore more efficient ways to add all the social aspects to apps. From this app, I developed a tool that was used in many of our other apps, an incredibly simple all-in-one social integration tool that automatically adds Facebook, Google Play, Game Centre, Twitter and Admob, with all the XCode linking done without any back code work. You can read more about it here:

More About the Development:

The first thing I code was a simple example of the gameplay, I coded the physics and death systems and confirmed them with the designers. After we were happy with that I moved into developing a level design system that the artists could make, that allowed them to fully develop all the levels without too much code support. It was essentially a system that allowed them to create a collection of pieces for a segment, such as obstacles and background / foreground art and pull from a pool of assets and change the textures for optimal usage. It did a similar system for particles.

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