Stephen "Skows" Kowalski - Designer & Developer

I design and build games and mobile apps.

I create intuitive, systems-driven experiences, from progression-focused games to social mobile products, and carry them from early concept through implementation, iteration, and release.

2 shipped mobile products One social app and one mobile game.
Released on iOS and Android Song of the Day is available on both stores.
Games, apps, and prototypes Systems, interaction, progression, and mobile UX.
Concept-to-launch ownership Design, implementation, testing, store release, and iteration.

Flagship Shipped Work

The clearest proof of how I think, build, and ship: a cross-platform social music app and an Android idle game.

Unity Mobile Game Shipped - Android

Cult of Coin

Solo Designer & Developer

A satirical mobile idle game exploring progression, prestige, and the behavior created by long-term economic systems.

Game Design Systems Design Economy Balance Unity
Cult of Coin logo

Selected Experiments & In-Development Work

Smaller slices, prototypes, and ongoing projects that show how I explore progression, combat, resource pressure, and narrative systems.

Narrative JRPG On Pause

Past the End

A systems-driven narrative JRPG with handcrafted encounters, exploration-based progression, and philosophy expressed through play.

Narrative Systems Encounter Design RPG Maker MZ
Past the End logo

How I Approach Design

Games and apps are different forms, but the design questions often rhyme: what should someone understand, feel, choose, and return to?

Start with the experience

I define what the player or user should understand, feel, and accomplish before deciding how the system should work.

Design the behavior

Progression, constraints, incentives, and interaction rules all shape what people choose to do. I design those relationships intentionally.

Build, test, refine

I prototype ideas, find friction through use and feedback, and keep iterating until the experience feels clear and cohesive.

Ship the real thing

Public releases add constraints that prototypes never reveal: stores, support, privacy, performance, onboarding, and long-term maintenance.

Capabilities

Working areas I keep returning to across games, apps, and prototypes.

Game & Systems Design

  • Core loops and progression
  • Economy design and balance iteration
  • Encounter, reward, and pacing design

Product & Experience Design

  • User flows and interaction design
  • Mobile UX, onboarding, and information hierarchy
  • Social systems and notification logic

Prototyping & Implementation

  • Unity and RPG Maker MZ
  • Expo / React Native and Firebase
  • Mobile release workflows and iteration

Independent Product Work

  • Scope definition and feature prioritization
  • Testing, polish, and store deployment
  • Privacy, support, and post-launch updates

Let's make something people want to return to.

I am open to opportunities in game design, systems design, UX, product design, and multidisciplinary indie development.