PC / Resource Management Simulation

Timber Panic

A resource management sim about chopping, upgrading and keeping the economy moving run after run.

Role Team of 2 / Programming, design & pacing
What I did
Built the resource and economy system: materials, upgrades and progression tied to player actions.
Designed the progression system, including tool tiers that unlock new gameplay possibilities.
Built a weighted RNG spawning system for trees, driving variety and pacing across runs.
Highlights
Weighted RNG spawning: tree odds shift with spawn history and axe tier, keeping variety high as players progress.
Resource economy tuned for a smooth difficulty curve.
Full simulation loop built from concept to release.
PC / Space Survivor-like

Void Bastion

A space survivor-like built end to end in a 3 day jam: auto-aim combat, waves, levelling and power-ups.

Role Solo developer / Built & shipped
What I did
Built the core survivor loop: auto-aim targeting, wave-based spawning and a levelling system with power-up choices.
Designed 5 enemy types with distinct behaviour, each gated to specific player levels for a progressive difficulty curve.
Built the upgrade system (damage, range, attack speed, HP) and the level-up selection UI.
Created a full tutorial flow covering every core mechanic.
Highlights
Assassin dodge system: a forward trigger collider detects incoming projectiles before impact, so the enemy vanishes, goes untargetable and reappears elsewhere. A real reaction, not a scripted animation.
A complete survivor-like (5 enemy types, levelling, upgrades, tutorial) shipped in 3 days.
Level-gated enemy roster so difficulty ramps naturally as the ship grows stronger.
PC / Tower Defense

Geo Defenders

A tower defense built in a 7 day math-themed jam, where reloading your towers means solving the problem.

Role Team of 2 / Programming, UI/UX & direction
What I did
Built a complete tower defense: 3 maps, 3 tower types with 3 upgrade tiers each, and enemies with distinct HP, speed and physical or magical resistances.
Designed a free-roam camera (rotate, pan, zoom) and a build flow where tapping a tile opens a build panel and tapping a tower or enemy inspects its stats.
Integrated Unity NavMesh and NavMeshAgent so enemies dynamically pathfind through each map.
Designed the math reload mechanic: towers have limited ammo and reloading requires solving a problem.
Highlights
A reload mechanic built on solving math problems, weaving the jam theme into core combat instead of bolting it on.
Full stats system: physical and magical damage matched against enemy resistances, making placement a real tactical decision.
UI and camera controls were praised by the judging panel.
Mobile / Reaction-time Arcade

Diamond Dash X

A reaction-time arcade game about matching colours faster than the window closes.

Role Solo developer / Built & shipped
What I did
Built two modes: Normal, with a shrinking time window where mistakes end the run, and Timer, a 60 second score attack with no penalty.
Implemented dynamic colour-matching logic where the target and the diamond colours shift after every tap.
Integrated Google Play Services with achievements and a separate leaderboard per mode.
Integrated ads and published the game live on Google Play.
Highlights
A full production pipeline shipped end to end: gameplay, Google Play Services and ad integration, from build to live listing.
Two scoring modes from one core mechanic, giving the same interaction very different pacing: precision under pressure versus relaxed score attack.
Soon available again Store listing in progress
Mobile / Idle Clicker

Fox Clicker

An idle clicker with a combo meter, a rare bonus event and progression that rewards more than raw tapping.

Role Solo developer / Built & shipped
What I did
Built the core clicker loop: tap-to-earn scoring, an upgrade shop and persistent progression.
Designed a combo slider where consecutive taps build a meter that triggers a double-points burst.
Built the Warrior Fox random spawn event, granting a bonus scaled to current score, with spawn frequency upgradeable in the shop.
Integrated rewarded ads with three possible rewards, plus Google Play sign-in and achievements.
Highlights
The Warrior Fox event: a rare spawn whose bonus scales with current score and whose frequency can be upgraded, giving players a reason to invest beyond click power.
A three-outcome rewarded-ad system, including a rare secret achievement unlock, so optional ad engagement stays worth it.
A complete, polished idle loop shipped solo, from core mechanic to shop, achievements and monetization.
Soon available again Store listing in progress
Mobile / Arcade

HexaRoll

A one-touch arcade game about rolling a ball through the gap in shrinking hexagons.

Role Solo developer / Built & shipped
What I did
Built the core loop: rotating a ball around a central pivot to pass through shrinking hexagons, timed to the gap.
Designed a 10 level Campaign with a narrator framing each level and mechanics introduced gradually: power-ups, reversed controls and random hazards.
Built an Endless mode with 3 difficulty tiers adding speed and constant camera rotation.
Built a cosmetics system unlocked through achievements and campaign currency.
Highlights
Rebuilt the same core concept from the ground up several times, refining it each pass until it was ready to ship on Google Play.
A full difficulty curve inside Campaign mode, introducing new mechanics across 10 levels instead of all at once.
A narrative layer of per-level narrator dialogue wrapped around a minimalist arcade mechanic.
Delisted from the store Test build on request ↗
Mobile / Arcade Sports

Hockey Buddies: Arena

A physics-driven arcade hockey game for one or two players on a single device, with no HUD in sight.

Role Solo developer / Built & shipped
What I did
Built the core hockey gameplay: two players, a puck, physics-based collisions and goal detection.
Implemented single-player versus AI and local two-player, the second player controlled directly by touch.
Built an AI opponent with 3 difficulty tiers scaling speed, shot power, positioning and aim accuracy.
Built player customization with independently configurable hand colours and shapes, plus reactive flinch and celebration animations.
Highlights
A fully diegetic UI with no on-screen buttons during play: score lives on the rink and pausing happens through an in-world timer on the puck.
An AI with a real difficulty gap, where Hard opponents camp the goal with near-perfect aim instead of just moving faster.
A fully customizable local two-player experience on one device, with independent visuals per player.
Delisted from the store Test build on request ↗
Building games in Bucharest, Romania

Unity Developer

4+ years · Unity · Gameplay · Systems
“I turn ideas into indie games: core systems, mechanics, and the moment-to-moment feel that makes them worth playing.”
Projects 07
2000+
Downloads
Across the 4 published games
10
Completed projects
Shipped titles, jams, school & personal
4
Published games
3 Google Play · 1 Steam
Upwork record
100%Job success
5.0Average rating
Rising TalentUpwork badge
In their words

"Fast execution, clear communication, and strong prototype delivery. He understood the direction well and turned feedback into visible progress quickly."

Upwork client / Lead Unity Developer, marble racing prototype

"Ruben has been the best hire I've ever done. He has tremendous experience and knowledge in anything Unity related, he knows it like the back of his hand."

Upwork client / Gameplay programmer, development support
Path Experience
Since 2026

Co-owner

Binaxe Games

Freelance Unity Developer

Upwork
Since 2024

Game Designer

Indie
Since 2023

Game Developer, PC

Indie
Since 2021

Mobile Game Developer

Indie
Study
2025 – 2028

BSc Game Engineering (Hons)

ECHO School
2024

Game Design Course

Game Dev Academy
Stack
Engine & code
UnityC#URP
Tools
RiderVisual Studio
Version control
GitHubPlasticSCM
Docs & design
NuclinoObsidian
Ruben Pop, Bucharest RO