Key Projects
Cut the Rope 3
At Paladin Studios, we had the honour of creating the next installment in ZeptoLab’s beloved Cut the Rope series. As a longtime fan, it was a dream project for me.
In this version, players guide Nibble Nom, Om Nom’s adventurous child, through physics-based puzzles to reunite with his dad. Replacing the classic candy with a living character might seem minor, but it fundamentally changed the gameplay. With Nibble Nom as the payload, the game became more action-driven and expressive.
Even familiar mechanics took on new life. The whip, for example, feels inspired by the original rope-gun, but reimagined as a heroic, Indiana Jones-style swing, it changed both the tone and the gameplay feel entirely.
- Studio
- Paladin Studios
- Clients
- ZeptoLab
Apple Arcade - Platforms
- iPhone, iPad, Apple TV, Mac, Vision Pro
- Role
- Principal Technical Designer
My Contributions
Design
- Introduced a structured ideation process to surface high-impact ideas
- Designed core gameplay mechanics
- Adapted controls for Apple TV and Vision Pro
- Championed the move from candy to Nibble Nom as the hook
Code
- Built complex, physics-based mechanics with strong gamefeel
- Supported and guided gameplay programmers across key features
Tools
- Developed in-game animation systems
- Created a custom 3D layering workflow for visual depth and clarity
Leadership
- Led the design and development of the Vision Pro version