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.

Game Developer

DenisK Interactive 2011–2026

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

iGaming productsCommercial games

My projects included Evilibrium for mobile and puzzle games for KakaoTalk.

i-Free

Flash Developer · 2013–2014

EvilibriumMobile
KakaoTalk puzzlesMobile

I worked on social and mobile games, including Solitaire Social and Solitaire Dash.

Kosmos

Programmer · 2015–2016

Solitaire SocialFacebook
Solitaire DashMobile

I worked on console UI integration for the Armored Warfare PS4 port, using ActionScript and Scaleform.

Saber Interactive

UI Technical Artist · 2016–2017

Armored WarfarePS4 port

I provided live support and release management for an Android 4X game developed by an external studio.

iLogos

Flash Developer · 2017–2018

Android 4X Game1M+ installs

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.

Fun-To-Mass

Lead Unity Developer  ·  2018–2022

Crash Delivery app icon
Crash Delivery 10M+ installs
Crash Madness app icon
Crash Madness 1M+ installs
Hyper-Casual prototypes Dozens of prototypes

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.

Voodoo

Unity Developer  ·  2022–2026

Uboat Attack app icon
Uboat Attack 10M+ installs
Sniper Siege app icon
Sniper Siege 10M+ installs
Walkers Attack app icon
Walkers Attack 1M+ installs
Castle Raid app icon
Castle Raid! 10M+ installs

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
Denis Kazantsev

Rotterdam, Netherlands