Referee stats
The referee is a dot you steer with a joystick over a 2D match simulation. Stamina drains as you move, and speed and view field shrink faster as it drops. Stay close to the play to see the 3D position up close.
I make the ads people play before they install. Playable ads, UA videos and game design for mobile games. I have produced 1000+ UA videos for 100+ games, built in Unity, Blender and After Effects and shipped to every major ad network.
1000+ video creatives for 100+ mobile games: hooks, gameplay edits, fake-gameplay concepts and 3D renders, cut in Premiere and animated in After Effects. Tap a phone for sound.
A football referee career game: from amateur leagues to the World Cup final. I designed the core loop, the referee stat system, the VAR economy and the meta layer, then turned the same positions into the playables and UA videos above.
The referee is a dot you steer with a joystick over a 2D match simulation. Stamina drains as you move, and speed and view field shrink faster as it drops. Stay close to the play to see the 3D position up close.
The first look at a position is free. Replays and extra camera angles cost coins, so accuracy is something you pay for. Energy gates sessions, and rewarded video refills it.
Tuned with a 500-player Python simulation so the coin budget hovers around 50–65 and every camera tier gets used.
Between matches the phone rings: club presidents offer bribes for a red card or a penalty, and brands offer sponsorship mini-games. Accepting pays coins but costs reputation. Trivia and match betting open level by level.
Clickable Figma prototype of the full game flow: onboarding, match, 3D position check, VAR and match result. Tap through it inside the phone.
From the first concept sketch to the final network-ready file.
Find the 3-second moment that stops the scroll. Storyboards in Figma.
Gameplay in Unity or Three.js, assets from Blender and Photoshop.
One build to AppLovin, Unity, ironSource, Meta, Google, TikTok, Mintegral, Moloco and Liftoff.
A/B variants on hooks, difficulty and end cards, driven by IPM and CTR.