Maksym Rudek · portfolio

Maksym RudekApplying for Game Lead at Voodoo.

Applying for Game Lead at Voodoo.

Two tracks — shipping craft and building teams — converging into one role.

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By the numbers

10+
years in tech
~20
hyper-casual prototypes
2-wk
prototype cadence
10
people recruited
5 yrs
fully-remote studio
5,000+
premium paid downloads

The path

Voodoo asksdelivered

Read it top to bottom like a level. Every node is tagged GAME and/or LEAD and mapped to something the role asks for.

  1. Founder · Studio LeadLEADGAME

    Built a studio from zero

    No funding, no safety net — a fully-remote studio shipped to mobile and Nintendo Switch.

    I started the studio with zero external funding and ran it as owner-operator for five years: hiring, contracts, budgets, roadmap and the final call on what shipped.

    The team scaled between 3 and 12 people depending on the project — ten recruited in total, on a mix of full-time and part-time contracts, coordinated fully remote across CET ±3h.

    Ownership wasn't a value on a slide; it was the operating condition. Every kill, every hire and every ship was mine to own.

    • 10people recruited
    • 3–12team size
    • 5 yrsfully remote

    Voodoo asks

    Lead a fully remote team across CET ±3h

    Delivered →

    Ran a fully-remote studio across CET ±3h for five years.

    Voodoo asks

    Operate with a founder's ownership mindset

    Delivered →

    Owner-operator from zero funding to shipped titles.

    Voodoo asks

    Set clear goals and keep a high talent bar

    Delivered →

    Set the roadmap, hired to the bar, held people to clear goals.

  2. Premium iOS · end-to-endGAME

    Sole Light

    A premium iOS title taken end-to-end — 5,000+ paid downloads on a polished, satisfying core.

    Sole Light was a paid premium game I produced end-to-end: concept, core loop, feel, art direction, release.

    Premium means players pay before they feel anything — so the first thirty seconds had to be satisfying, readable and juicy, or the sale never happens. 5,000+ paid downloads say it landed.

    • 5,000+paid downloads
    • premiumiOS release
    Sole Light — gameplay

    Voodoo asks

    Make a game more satisfying, juicy and exciting

    Delivered →

    Shipped a premium core polished until the first thirty seconds felt satisfying.

  3. Nintendo Switch · certified twiceGAMELEAD

    Pocket Pool + DLC

    Built for Nintendo Switch and expanded with DLC — both cleared certification. Tens of thousands of downloads, zero live-ops.

    Pocket Pool shipped on Nintendo Switch and reached tens of thousands of downloads, then I expanded it with a DLC release — a deliberate second build, not a live service.

    Both the base game and the DLC had to clear Nintendo's certification bar: performance, compliance, stability, submission — pass or resubmit. No shortcuts for a small team, twice.

    • tens of thousandsdownloads
    • 2Switch certifications
    Pocket Pool + DLC — gameplay

    Voodoo asks

    Ship a title and support it with post-launch DLC

    Delivered →

    Shipped Pocket Pool on Nintendo Switch, then expanded it with DLC.

    Voodoo asks

    Hold a hard quality and certification bar

    Delivered →

    Passed Nintendo Switch certification for the base game and its DLC.

  4. Publisher-side · hyper-casual pipelineGAMELEADFlagship

    Kwalee — the prototype pipeline

    10 months, ~20 hyper-casual prototypes, a two-week cadence, a five-person team — marketability tested on the publisher's side of the table.

    For ten months I ran a hyper-casual prototype pipeline in collaboration with Kwalee: roughly twenty prototypes, one every two weeks, with a five-person team.

    Each prototype was built to be tested for marketability — real CPI and retention signals — then killed or iterated on the data. This is the funnel Voodoo runs: velocity and validation discipline, not hit-chasing.

    Crucially, I operated as a producer on the developer-partner side of a global publisher — the same seat, the same decisions, the same tempo. Most candidates have only seen this from inside a single studio; I've seen it from the partner side of the table.

    • ~20prototypes
    • 2 wkscadence
    • 5team
    • 10 moduration
    Prototype reel (private)

    Voodoo asks

    Run a fast prototype pipeline — build, test marketability, kill or scale

    Delivered →

    Ran ~20 prototypes on a two-week build / test / kill cadence.

    Voodoo asks

    Build and run a small team (~4)

    Delivered →

    Built and led a five-person pod through a relentless pipeline.

  5. PC · systems designGAME

    Blitzdeck

    Systems-design depth and continuous craft — the game-feel end of the spectrum.

    Blitzdeck is a PC rogue-lite deckbuilder where the interest lives in systems: synergies, pacing, run variance, the moment-to-moment feel of a good turn.

    It's the counterweight to hyper-casual velocity — proof the craft goes deep on core gameplay, not just fast.

    • rogue-litesystems design
    Blitzdeck — gameplay

    Voodoo asks

    Own core gameplay and game feel

    Delivered →

    Designed deep core systems tuned for moment-to-moment feel.

  6. Outside games · strategy & dataLEAD

    Strategy & data, outside games

    IT consulting and fintech — decision-making with money and data on the line.

    Before and alongside games I worked in IT consulting and fintech: strategy, and data-driven decisions where the numbers had consequences.

    • $100k+projects
    • fintech+ consulting

Two tracks, one seat

GAME+LEAD

= GAME LEAD

Craft that ships and a team that ships it.

How I lead

Leadership, mapped to the role

The JD's team responsibilities, each matched to how I actually run a team — and the receipts.

Build a team of ~4

I hire for the bar and the mission, then keep the group small enough to move as one.

Recruited 10 over five years; a 5-person pod on the Kwalee pipeline.

Set clear goals

Goals a distributed team can execute without me in the room — a build and a metric, not a mood.

A two-week prototype cadence: every sprint had a testable target.

Inspire and motivate

Motivation survives on momentum and honesty about the funnel — we kill fast so wins feel earned.

Kept a remote team shipping through ~20 build/test/kill cycles.

Manage performance and growth

Real feedback, real ownership, and contracts that fit the person and the phase.

Grew people across mixed full-time and part-time engagements.

Keep a high talent bar

Small teams only work at a high bar — I'd rather stay under-hired than lower it.

Teams of 3–12 that shipped to mobile and a certified console.

Remote leadership

5 yrs
fully-remote studio
10
people recruited
3–12
team sizes led
FT + PT
contract mix

Redacted production artifacts

  • Pitch deck
  • Game design doc
  • Staffing, timeline & budget

In their words

What it's like to work with me

I asked people I've worked with the same question, unscripted, 10–15 seconds each: what's it like to work with me?

Testimonials — in their words

Fit, at a glance

The requirement matrix

Every requirement from the listing, linked back to the node that proves it. Screen me against the JD in under a minute.

GAME

LEAD

Portrait of Maksym Rudek

The human

Who you'd be hiring

I'm Maksym Rudek a game lead, producer and studio founder based in Warsaw.

Off the clock I'm a street & documentary photographer, which is the same instinct as the work: watch closely, catch the real moment, cut everything else.

Documentary photographer, Warsaw.

Next move

Let's get in touch

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