Feed Tomo (originally prototyped as Tomoto) is a fast-paced arcade game where players must catch falling food while dodging hazards.
On a personal level, this project was a major turning point in my career. It was my first time opening Unity again after a long break, reigniting my passion for game development and giving me the confidence to pursue the game industry professionally.
My role on the project: Lead Programmer
Chapter I: The 48-Hour Game Jam
This project started as my first-ever Game Jam. I collaborated with a team of four to build a playable prototype from scratch within a strict 48-hour deadline.
As the Lead Programmer, I was deeply involved in the entire software development lifecycle. The primary objective was to ensure we delivered a functional, fun build on time. By the end of the weekend, we successfully delivered a complete macOS prototype.
Chapter II: Porting & Shipping
I didn’t want the project to end when the jam timer ran out.
Post-jam, I took the initiative to refine the project for a commercial release. I polished the codebase, overhauled the UI for mobile screens, and ported the entire game from macOS to iOS. In January 2026, I successfully released it on the App Store, officially turning a weekend prototype into a shipped mobile product.
Retrospective: Things I’m Proud Of
Developing a game in 48 hours teaches you how to ruthlessly prioritize features and write code quickly. However, taking that same codebase and polishing it for the App Store teaches you about memory management, mobile aspect ratios, and production-ready architecture. I am incredibly proud that my team and I successfully developed a playable prototype under immense pressure, and even prouder that I pushed it across the finish line into the hands of real players.