WordRonin
A fast paced iPad word game where players swipe across letters to form words before time runs out. The game includes both a visual Slice Mode and a Listen Mode designed to support players with visual impairments through audio driven interaction.
Role and Ownership
WordRonin was built in a small team at the Apple Developer Academy, where I served as Project Manager and Lead Developer. I helped define the product direction, aligned design and engineering decisions, and led gameplay implementation in Swift and SpriteKit. The project required balancing pacing, engagement, and accessibility while shipping a playable experience on iPad.
Build Notes
We iterated heavily on pacing, scoring logic, and interaction design to make the experience feel fast but not overwhelming. Building Listen Mode pushed us to rethink interaction entirely and design a version of the game that works through audio cues rather than relying solely on visuals. The result was a more inclusive and thoughtfully designed experience.
Gameplay Screens

Home Screen
Clear mode choice and fast start

Slice Mode
Fast paced loop with scoring pressure

Listen Mode
Audio driven interaction designed for accessibility
Gameplay Screens
Scroll to rotate

Home Screen
Clear mode choice and fast start
Slice Mode
Fast paced loop with scoring pressure