Session Design
Short, high-intensity runs that fit real mobile usage patterns: quick start, clear stakes, strong payoff.
I build mobile games with fast iteration, readable combat, and strong game feel — and productivity apps like Roomli that help couples, families, and roommates organize their shared lives. Both designed for iOS and Android.
I'm Mladen Stojanović, a mobile developer building both games and productivity apps. On the games side, I care most about what players feel moment-to-moment: movement response, hit feedback, readable chaos, and progression that keeps each run fresh. On the apps side, I build tools like Roomli that help people manage shared households — shopping, chores, bills, and everyday tasks — with the same mobile-first clarity.
Alongside production work, I prototype VR mechanics to test interaction ideas and bring the best parts back into mobile design where performance and simplicity matter most.
My game workflow is built around practical pillars that match modern mobile play patterns.
Short, high-intensity runs that fit real mobile usage patterns: quick start, clear stakes, strong payoff.
In-run upgrades plus meta progression to create meaningful build choices and long-term retention.
Dark worlds with sarcastic personality, hand-crafted silhouettes, and readable combat under pressure.
Case-study style overview of the projects and systems I build.
Mobile roguelite wave survival with cynical humor, escalating enemy pressure, and upgrade-driven builds.
Role: Game Design, Gameplay Programming, Systems Prototyping
Platform: iOS and Android
Core Systems: timed waves, XP leveling, build choices, meta progression
A clean deduction puzzle where players place geometric tokens into overlapping rings until every visible rule is satisfied.
Role: Game Design, Puzzle Systems, Prototyping
Core Loop: read constraints, test placements, resolve conflicts, solve board
Positioning: calm daily brain game with system-first puzzle depth
A relaxing color-sorting puzzle with 100 levels, endless mode, and a date-based daily challenge.
Role: Game Design, Puzzle Systems, Mobile Development
Core Loop: move the top ball, group matching colors, solve each tube
Dark-comedy horror idle/clicker where you play the manager of a summer camp slasher. Click to build your body count across 9 themed levels, upgrade your methods, and unlock a deep prestige skill tree.
Role: Game Design, UI Direction, Gameplay Programming, Art Direction
Visual Style: aged paper base, deep ink lines, controlled red accent feedback, masking tape textures
Core Loop: target interaction, upgrade toolkit, passive resource growth, prestige reset, achievements
Target: 60+ upgrades, 50+ achievements, 30+ prestige nodes across 4 branches
Small-scale VR experiments exploring interaction ideas that can translate into stronger mobile gameplay.
Role: Prototype Developer
Focus: interaction models, spatial feedback, motion readability
Transfer Value: mechanics adapted for mobile usability
A calm logic puzzle built around irregular regions, adjacency rules, and deliberate deduction. Every move is designed to be readable and explainable.
Role: Game Design, Puzzle Systems, Flutter Development
Features: Core puzzles, Daily Puzzle, interactive tutorial, Smart Hint explanations, Notes, dark mode
Platform: Android / Google Play
Productivity and shared living apps for iOS and Android.
A four-frame Die Laughing enemy sheet — strong silhouette, readable movement, and an attack pose built for mobile horde combat.
One app for couples, families, and roommates to manage shopping, chores, bills, and everyday household tasks together.
Stack: Flutter, Riverpod, GoRouter, Supabase
Features: Shopping lists, tasks/chores, bills, expense tracking, notifications
Platforms: iOS & Android
Gentle habit tracker focused on one active habit, completion-rate mindset, and no streak shame pressure.
Stack: Flutter, Riverpod, Hive, Firebase, RevenueCat
Features: One-habit focus, reminders, share cards, premium themes
Platforms: iOS & Android
Building in public — what shipped, what's broken, and where the design is going.
Two map backgrounds, ten victim portraits, one boss portrait — the asset set the web demo will run on.
7 sub-menus polished to spec, menu music loops in real-time, and difficulty cards go text-free.
Full archive of Slasher Manager, Die Laughing, and solo-project development notes.
Public GitHub projects related to gaming and built as Godot addons.
Loaded automatically from github.com/tntstupido.
Gameplay utilities and editor plugins built alongside production games.
Source: github.com/tntstupido
Freelance support for studios and teams building mobile games and apps.
Design and implementation of combat loops, enemy behaviors, progression systems, and moment-to-moment feel.
Full-cycle Flutter app development — from UI design and state management to Supabase backend and store deployment.
Fast playable prototypes to validate mechanics, session flow, and retention potential before full production.
Available for mobile game and app development, gameplay systems work, and prototype production.