My Work in Games
For over 15 years, I've worked on a wide range of games, both independently and with studios. My experience spans everything from small creative experiments and early prototypes to successful releases and ongoing improvements.
I've liked making games since childhood. Since 2011, I've built games with Flash and Unity, working with studios while continuing to explore ideas through my own projects.
Commercial experience
I began with social and iGaming projects, then worked on mobile games. These early roles taught me how to build for different audiences and support games after release.
I spent two years developing multiple commercial iGaming products.
iGaming
Developer · 2011–2013
My projects included Evilibrium for mobile and puzzle games for KakaoTalk.

i-Free
Flash Developer · 2013–2014
I worked on social and mobile games, including Solitaire Social and Solitaire Dash.

Kosmos
Programmer · 2015–2016
I worked on console UI integration for the Armored Warfare PS4 port, using ActionScript and Scaleform.

Saber Interactive
UI Technical Artist · 2016–2017
I provided live support and release management for an Android 4X game developed by an external studio.

iLogos
Flash Developer · 2017–2018
Moving to Unity at Fun-To-Mass, I helped turn rapid prototypes into released mobile games and led development as those projects grew.
From Prototypes to a Hit Game
How rapid hyper-casual prototyping evolved into a long-running commercial mobile game.
Lead Unity Developer · 2018–2022
At Voodoo's GameOps Live Studios, I focused on established games: building new features, improving player experiences, and supporting reliable releases.
Scaling Games for Growth
Growing mobile games through new features, LiveOps experiments, and reliable releases.
Unity Developer · 2022–2026
Across these roles, I've combined hands-on development with an understanding of production and long-term game support. My technical background covers Unity and C#, gameplay systems, UI, LiveOps, and release workflows. For detailed skills and employment history, see my CV.
Independent Projects
Outside commercial work, I make small games to experiment and learn. I've taken part in 20+ game jams, including 18 Ludum Dare Compo entries, exploring ideas without the constraints of a production schedule.
PUNCH started as a Ludum Dare 54 entry that ranked #1 in Fun. It grew into PUNCH FOREVER on Steam for Windows and macOS, with browser and mobile versions too. You can find it alongside my other projects on itch.io.
In 2026, I'm expanding my experience and exploring how modern AI tools can support game development. I've registered the business name DenisK Interactive to give my independent and client work a clearer professional framework, from contracts to business administration.
Contact
Get in touch — let’s discuss your project, scope, timing, and budget.
Open to work
Rotterdam, Netherlands
