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This example presents the process from concept prototype to level production editor and App Store release.
Selected work in product management, prototyping, and content production for mobile game projects.
I prepared this portfolio to support the experience summarized in my CV with concrete examples. Below, I share selected work from concept validation, editor design, data analysis, and publishing decision processes.
This section shows my responsibilities across mobile game projects from ideation to testing, content production, and publishing decisions through process examples and live tools.
End-to-end process examples
These two project flows show my contribution to concept validation, content/editor tooling, and publish or hold decisions.
This example presents the process from concept prototype to level production editor and App Store release.
This example shares an early evaluation process built around game feel validation and a level editor.
Look & Feel Validation
I build AI-assisted HTML prototypes to understand the first look and feel of new ideas. These prototypes help me present the first playable impression to the team and Game Manager, then decide whether to deepen the idea or move to a new concept.
Editor and analysis tools
Here I share web-based tools I prepared for rapid testing, content production, and data reading during production.
A live analysis tool I prepared to compare level funnel data across versions.
I cannot publicly share the live version because it includes internal economy, balance, and performance data.
Selected puzzle and arcade projects from my product and game management experience.
I manage the greenlight process for new game concepts and evaluate first gameplay feel, core loop, and level flow early with AI-assisted HTML prototypes. I shape A/B test plans, funnel reading, and sprint priorities around product goals, and define JSON-based editor/internal tool needs for level design teams. I align product, game design, development, and art around shared goals in a cross-functional Agile/Scrum workflow.
As co-founder and Project Manager, I managed the studio's product, team, and production processes. I actively contributed to team setup and scaling, daily workflow management, sprint planning, backlog prioritization, and building the production pipeline. I managed marketability testing for 100+ games with global publishers such as Rollic, Voodoo, and Supersonic; by analyzing CPI, retention, playtime, and LTV data, I drove kill, iterate, or scale decisions.
As co-founder and Game Manager, I managed the studio's early game production processes. I analyzed market trends, top chart examples, and publisher briefs to design new core mechanics; I turned ideas into testable products through rapid Unity prototyping. On published projects, I worked on core loop, level progression, economy balance, onboarding, and test build preparation while helping establish role ownership, review routines, and production discipline as the team grew.