Scaling Games for Growth
Growing mobile games through new features, LiveOps experiments, and reliable releases.
In 2022, I joined Voodoo’s GameOps Live Studios as a contractor and soon became a full-time employee. Our LiveOps team worked on released mobile games, adding features, running experiments, and supporting regular updates to grow revenue.
Our projects included Uboat Attack, a first-person submarine shooter with realistic graphics; Walkers Attack, a zombie action RPG; and Sniper Siege, a mission-based sniper shooter. The work covered both expanding early products and maintaining established games.
The team consisted mainly of senior professionals. We took Uboat Attack from a raw MVP to a polished game, then expanded to more projects as the team grew, eventually splitting development into two streams.
The largest feature I worked on for Uboat Attack was Fleet, an asynchronous multiplayer battle mode with deck-building elements. I also took part in implementing Base Attacks for Walkers Attack, including asynchronous raids on player-built bases, complex upgrade systems, and backend integration. Other feature work included the wheel of fortune in Walkers Attack and Sniper Siege.
UI feature development was a substantial part of my work across all projects, particularly Uboat Attack. Alongside feature development, I refactored existing code and improved the architecture using Zenject, scalable patterns, and in-house frameworks, making the projects easier to maintain and extend.
I was responsible for organising the second development stream, estimating work, contributing to pre-production and planning, and reviewing code. I also managed production releases and later set up a Jenkins build machine for CI.
For games already performing well, A/B testing guided further development, with a particularly high volume of experiments on Sniper Siege. New features needed to be checked against product metrics and their effect on existing players. We monitored how changes affected revenue, progression, and retention before rolling them out more broadly.
This built on my previous experience, combining hands-on development, product iteration, and responsibility for releases.
From Prototypes to a Hit Game
How rapid hyper-casual prototyping evolved into a long-running commercial mobile game.
Lead Unity Developer · 2018–2022