Game
Word Snap! Word Merge Puzzle (Link to Google Play)
My Role
Game Design, System Design, AI Co-Development, Full-funnel Ownership
Key Achievement
I solo-shipped Word Snap! Merge to soft launch in six weeks of full-time work. Built using Unity, Claude Code, six custom orchestrating skills, and PeopleFun's internal platform stack.
Full IAP with server-side validation, AppLovin MAX ads, complete analytics taxonomy, 1,200 standard levels, 365 daily puzzles, 20 weekly Word Expedition events scheduled through January 2027, HTML5 MRAID playable, and a full marketing kit (24 concept mocks, 3 storyboards, ASO copy, three video ads) shipped in 2.5 days.
Six custom Claude skills orchestrate themselves on routine content tasks: level-designer (generates levels with validator rules), word-smith (dictionary curation), icon-artist (clue-category sprites via Nano Banana), expedition-creator, expedition-designer, economy-analyst. Skills calling skills.
This isn't vibe coding. Review, testing, and iteration were non-negotiable. The codebase has to stay healthy for humans and AI both.
What's underneath the game is reusable. Daily mode, Word Expedition events, currencies, FTUE patterns. All decoupled from the gameplay core. Swap the core, the rest comes with you.
The Quick Story
Word Snap! Merge soft-launched in May 2026. The framework underneath is what travels. Usable for next-attempt iteration in days, not months. The thesis I went in with held: the gap between 'I can envision this' and 'I can build this' used to be measured in months. Now it's measured in nights.