← Luiz Piccini

Selected work

Things I built and led

Three case studies show how I work from an early idea through product decisions, team formation, launch, and evaluation.

Featured case studies

Role · problem · work · result · artifact
A red fighter jet banking over water in Sky Warriors, with the mobile combat HUD visible.
Official App Store gameplay
Original concept · First prototype · Game direction

Sky Warriors

I originated the idea, built the first playable during a Wildlife hackathon, and directed it from a five-person prototype team through global launch.

0→1 idea to global launch 5→30+ team growth 2021 global launch
My role
Originator, first-prototype builder, and Game Director. I owned the product vision, business case, roadmap, launch targets, and P&L.
The problem
Turn a hackathon prototype rooted in my love of air-combat games into a distinct, accessible mobile PvP experience and prove it could scale.
What I did
I built the first playable, turned it into a product thesis, assembled the multidisciplinary team, and led the controls, product, game design, and business decisions through launch.
Result
The game launched globally in 2021 with a team of more than 30. In 2022, it won W3 Gold for visual design and Silver for game features and user experience.
A Tennis Clash rally on a red hard court, with the mobile match interface visible. A Tennis Clash player reaching for a shot on a green court.
Official App Store gameplay
Wildlife Studios · Mobile game

Tennis Clash

I co-led product and game development through global launch and live operations.

#1 downloads in 78 countries 300K+ downloads per day 50+ cross-functional team
My role
Product and game co-lead. I owned product vision, P&L, UX, game design, balancing, and roadmap priorities.
The problem
Take a new competitive tennis game through launch and operate it as a global live product.
What I did
I worked across the physics, interface, game systems, economy, roadmap, and live product decisions with a 50+ person team.
Result
Tennis Clash reached No. 1 in downloads in 78 countries, ranked in the top ten in more than 100, and surpassed 300,000 downloads per day.
The Game Bench website showing its model score-versus-cost benchmark chart.
Live product capture
Independent · AI evaluation

Game Bench

A public benchmark for how frontier coding models build complete, playable browser games.

14 scored builds 9 blind tests 1 frozen prompt
My role
Creator and builder. I designed the benchmark, scoring model, run protocol, public site, and blind-playtest flow.
The problem
AI coding demos used different prompts, conditions, and amounts of human help, which made their outputs hard to compare.
What I did
I froze the brief and run conditions, made every result playable, and scored gameplay, adherence, engineering, and art. I added cost-aware rankings and anonymous playtests.
Result
The public benchmark now contains 18 scored builds. Nine games can be played blind before the model identities are revealed.

More games, apps & tools

Playable and public-safe notes