Games

This is a (very) limited list of games I worked on. Many of these are no longer available and I thought it would be nice to list some of them.

Mood Bloom key art

Mood Bloom

2020 — 2024

Chief Product Officer · Hedonia · iOS · Android · Therapeutic Game, Farming

Therapeutic mobile game built at Hedonia to help reduce symptoms of depression and anxiety. A farm-management meta-game wrapped around short Therapeutic Games (TGs) based on Facilitating Thought Progression (FTP). Clinically validated in an RCT at Massachusetts General Hospital.

Pet Monsters key art

Lead Game Designer · Producer · Sidekick (published by Rovio) · iOS · Android · Action RPG

Pet Monsters was an awesome Action RPG game inspired by the Japanese game Monster Strike but designed for western audience. During the period it ran it gained a community and dedicated fans. I was the Lead Game Designer as well as the Producer for some of time the game ran.

Land Capture (VibeJam 2026 Entry) key art

Solo project (code/music/art) · Independent - GameJam entry · Web, mobile · Action

My entry to Vibe Jam 2026. Land Capture is a territory war set on a wavy island. Five teams fight for control of the island. Capture the most land in a 15-minute team battle. Solo against bots or online with real players.

Dance Sparkle Girls Tournament key art

TBD — please update · TBD — please update · iOS · Android · Music · Rhythm

A 3D rhythm-and-dance mobile game with a tournament structure and an idol-style art direction.

Weeds Social Club key art

COO & Chief Creative · Mytopia (with Ecko Code) · Facebook · Social · Simulation

Official Facebook game for Showtime/Lionsgate's Weeds TV series. Often described as Farmville meets The Sims, but with marijuana strains. The Weeds writers were actively involved — recording voice-overs and approving mission scripts.

Motor Duels: Outcast key art

Game Designer & Programmer · Deepmist Studios · J2ME (mobile Java) · Racing · Combat · Arcade

Mad-Max-influenced mobile racing-and-combat game. Two cars race towards a prize and back, shooting at each other on the way. Co-designed and co-coded with Samuel Moradoff at Deepmist Studios.