Mobile Games & Interactive Media
It was back in 1997, when I found a copy of a promotional CD from a digit magazine with Flash 5 trial copy, I started experimenting with it and gradually realized this software has everything that turns on my imagination. Later I started self learning Flash and followed every version until (two, three years back) I came to know that they have launched a mobile profile too. My interest raised further knowing that I can see my little animations on mobile handsets. My first Flash Lite application was “Traffic Signs” in Flash Lite 1.0 — which was nothing but a pack of slides of traffic sign images in each frame.
One of my earliest creations was "Traffic Signs" in Flash Lite 1.0—just a simple collection of traffic sign images, but it sparked my journey into mobile game development. Over time, I started creating more engaging experiences like "Match the Blocks," a game designed with the idea that mobile users need something quick, simple, and fun while waiting for a cab or a meal.
Casual games have always intrigued me because of their ability to hook players in a matter of seconds, which I think is key in today’s fast-paced world. I’ve contributed several games to platforms like Playyoo, where my work ranged from simple puzzles to more intricate designs. I love focusing on making games that are easy to pick up but hard to put down. My goal is always to keep the user engaged without overwhelming them with complex rules or heavy graphics.I'm also a big believer in the potential of mobile games in education—what we now call M-Learning. Games are a fantastic way to keep learners engaged, and I think they're the future of interactive learning experiences. Whether it’s for entertainment or education, I’m always thinking about how games can make a difference in people’s lives.
Soon, what began as a fun experiment turned into an obsession. I mixed in dialogues from retro Bollywood movies, layered beats, and played around in FL Studio until I created something new—a remix that blended the past with the present. Hearing those old voices with modern rhythms brought the songs to life in a whole new way, and that’s how my journey into remixing music began.
While experimenting on reixing the songs, I learned about the most diffcult side of remixs - the slow or sentimental songs. Working on remixes of slow songs is like trying to sculpt mist. Unlike fast-paced tracks, where the energy of the beat can carry the remix, slow songs demand a delicate touch. I found myself spending hours fine-tuning every layer—whether it was blending the old vocals seamlessly with a new beat or making sure that the mood of the original song wasn’t lost in the process. It’s a challenge to keep the essence of the song intact while adding a fresh vibe to it. Slowing things down forces you to focus on the details, and every small change can dramatically shift the entire feel of the remix. But when it works, it’s magic—hearing those timeless melodies float effortlessly over modern rhythms is worth every bit of effort.
From Novembr 2007 to end of February 2008, I created over 10 games and submitted to the Playoo Mobile Game Contest, sponsored by the Swiss startup Playoo. It was an incredible experience, pushing my creativity and technical skills to the limit. I remember staying up late, tweaking game mechanics, and refining the designs, all with the excitement of showcasing my work on a global platform.
My very first game was created in Flash Lite 2 named "Hit the Golf" for Playyoo. It was a simple yet challenging game where the player had to hit a ball into a golf hole, with different slopes making each attempt trickier than the last. I never managed to score beyond 3 myself
The simplicity of the 15 Puzzle captivated me with its elegant design and engaging challenge. Growing up in the 90s, the 15 Puzzle was a must-have in every Indian middle-class home. I still remember the tiny plastic squares, each numbered from 1 to 15, that we would shuffle around to "put them in order." It was our go-to game during lazy afternoons or when we traveled—easy to carry, simple yet challenging, and something we all proudly claimed, "I can solve this faster!" Inspired by this, I aimed to recreate the intuitive mechanics in my next game, "Arrange 15."The goal was to offer a similar sense of satisfaction through minimalistic gameplay and clever problem-solving.
I experimented with a Tetris-type game called "Match the Blocks." It was my take on the classic block-arranging mechanics, but with my own twists. In February 2008, "Match the Blocks" ended up becoming the winner in the Playoo Global Game Contest! It was followed by my 2 other game It was a thrilling moment to see my experiment with a Tetris-type game receive such recognition on a global stage.
My 10th game that I uploaded to Playyoo, called "Chain Reaction." was a highly entertaining game where the user selects a cell to start a reaction. The cell begins to rotate, and if its green bar touches the green bar of adjacent cells, they start rotating too. The longer the reaction goes on, the more points the user earns.
During those days, marketing my games on the Playoo platform was a challenge. I began by reaching out to my colleagues at ESSPL, who supported me by playing the games. The real hurdle, though, was that not many mobile devices were compatible with the platform. That led me to think of alternative approaches. With over 2700 users on my MobileWish Greetings app platform, I started connecting with them to try out my games. Toward the end of the competition, I even offered the source code as a reward to those who scored the highest. These experiences were my early lessons in the value of product marketing.
BhoolBhulaya Flash Lite Game for Nokia (2010)
Podcast Reader Interactive - Virtual Guide (2009)