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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.

SwiftSpriteKitGame DesignAccessibility

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

WordRonin home

Home Screen

Clear mode choice and fast start

WordRonin slice

Slice Mode

Fast paced loop with scoring pressure

WordRonin listen

Listen Mode

Audio driven interaction designed for accessibility