2022-2025
Dumb Ways to Party
PlaySide's push to evolve Dumb Ways from a free-to-play mobile brand into a premium multiplayer franchise.
Portfolio projects with contribution framing and linked outputs.
2022-2025
PlaySide's push to evolve Dumb Ways from a free-to-play mobile brand into a premium multiplayer franchise.
2022-2023
Senior production leadership on a high-scrutiny Activision Blizzard co-development engagement under tight external constraints.
2019-2022
Product leadership in partnership with the founders on a five-person indie rhythm title built for mastery, community, and long-tail engagement.
2023-2025
The franchise's first VR title, extending Dumb Ways into multiplayer party play on Meta Quest.
2023-2025
A Netflix Games survival-adventure title that became an early proof point for a more scalable product-leadership model.
2023-2025
Original mobile mini-game collection in the Dumb Ways franchise with ongoing updates.
2016
A multiplayer infinite runner built for overhead dome projection, exploring co-located, audience-scale play beyond single-user VR.
2010-2012
Fruit Ninja (Halfbrick, 2010) is a touch-slicing action game where players slice flying fruit and avoid bombs.
2018
A public-play art game exploring audience participation without fixed win-loss meaning, where one wired player and four wireless globe controllers co-created artwork in real time.
2017
A public-play driving game where players raced digital slot cars while the crowd could interfere through pedestrian crossings, turning spectator disruption into part of the core play.
2017
Community program leadership focused on access and inclusion in games, including expanding the IGDA Foundation Scholars program to Melbourne International Games Week.
2011-2012
Cross-title social platform for Halfbrick's mobile catalogue, providing friends, leaderboards, cloud-linked progression, and account capabilities across titles.
2017
A competitive workout parody built around balancing button mashing and button holding into a fragile rhythm challenge.
2015
Research-through-design project using playful, rapid hacking to prototype social and embodied interactions across IoT, Arduino systems, play theory, and social nudging.
2016
Meme-game about fishing vaporwave tunes and vibing to them by loading cassettes into a tape deck, with intentionally retro aesthetics and jam-scale scope.
2015-2018
Co-founded Nook Games Lab (2015-2018), an experimental game lab working at the intersection of industry and academia.
2005-2025
Low-emphasis archive of technical tools built across two decades, including custom engine, editor, and pipeline experiments.
2013
48-hour game jam project where four players each control one joint of a shared arm.
2014
48-hour game jam project focused on trust-versus-sabotage multiplayer dynamics.
2015
48-hour jam experiment in venue-scale social play across physical screens with spectator misinformation dynamics.
Selected Work
Game-jam title grouped with other rapid experiments and short-scope prototypes.
Selected Work
Early concepts and unfinished experiments (including Zen Pond and Electron One) retained as process snapshots rather than primary portfolio pieces.