About Me

Hi! I'm Conlan and I'm an iOS / Unity developer residing in the bay area.

I have 10 years of mobile and 4 years of Unity development experience, having started in 2007 with J2ME, Windows Mobile, and RIM Blackberry before transitioning into full-time iOS development in 2009.

I love everything related to video / board games, virtual reality, robotics, space, puzzles, and gadgetry.

Here are some notable projects, both private and public, that I've worked on over the past few years. If you have any questions then ask away! I'd love to discuss them in more detail anytime.

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Reiner Knizia's The Confrontation (2015)

This is a digital board game adaptation that's been developed under my company, Offworld Games, LLC. It's developed with Unity3D and C# and we recently funded a Kickstarter to introduce the game and expand it with 18 additional characters.

Reiner Knizia is a renowned board game designer responsible for hundreds of games and countless awards. We've had the privilege of working with him on several digital adaptations. The game is now available on Steam and the iPad App Store.

Shopsavvy (2012 - 2015)

For three and half years I've worked at ShopSavvy Inc. as a senior iOS developer. ShopSavvy is a barcode scanning app that lets you look up product details, perform price comparison, and discover related products that you might be interested in buying.

The app was iPhone-only when I first joined and one of my first tasks was to help update it to include universal iPad support. I also developed social features like profiles, lists, and product reviews.

Working here was a lot of fun and I met some great people along the way.


I also developed the SavvyHaul iOS client, an experimental app aimed at allowing shopping haulers to record mini-clips around specific products.

Passive (2014)

This was quick app that I wrote over the course of a couple weeks using Objective-c. 

I had an unused iPad on my desk and wanted to put it to use displaying current events and news articles. Passive does that by turning your device into an RSS feed ticker. My goal was to make it minimal and uber simple to use and I think I achieved that.

World at War (2014)

Another digital prototype for World at War: Eisenbach Gap. The first scenario was completely playable and we believe it introduced some really cool concepts for adapting a tabletop wargame.

World of Reddit (2013)

This was a project I did shortly after getting my Oculus Rift DK1 in 2013 using Unity3D. For this first version I tried to imagine what Reddit would look like if you used a VR headset to browse the web.

In the clip above you can see me flying around upvoting and downvoting posts while audio clips loop depending on what subreddit you're currently in. I eventually added Razer Hydra support and you can check out the thread on the Oculus forums here.

I really love the idea of exploring the web in virtual reality and can't wait to see how it eventually manifests on a mainstream level. The future can't come soon enough!

Tipover (2013)

This was a digital puzzle adaptation prototype that I built and submitted to ThinkFun in 2013 using Unity3D and Javascript.

The physical game is a classic and remains one of my favorite puzzles to date. Solutions take a lot of experimentation and I really think the lengthy physical setup process is what held it back from attaining a "Rush Hour" level of success. This was one of my first Unity3D projects and I've since moved on to using C# instead.

Legion of the Damned (2012)

In 2012 we worked with best-selling author, William C. Dietz, on adapting his combat science-fiction series to a turn-based iOS strategy game. This was developed using Cocos2D and Objective-c and featured online asynchronous multiplayer using Urban Airship for push notifications.

Because the game focused heavily on also telling the story from the first book, we brought in the talent of artist Alex Iglesias and over 10 voice actors to bring it to life via graphic novel style cutscenes.

Reiner Knizia's Samurai (2010)

Working again with one of my favorite board game designers, Samurai was released in 2010 and was one of the earlier titles in the app store to allow asynchronous multiplayer with push notifications.

It was featured multiple times in the app store's What's Hot and New & Noteworthy categories and then again in the iPad app store when universal support was added.

Positive reviews for Samurai can be found across the web and include sites like Engadget, Business Insider, EuroGamer, and was even included in the "Must List, What's Hot for the Week" in Entertainment Weekly.

Wriggle (2009)

For this game I worked with puzzle designers, Andrea Gilbert and Tom Jolly, and developed it using Cocos2D and Objective-c. Andrea was the designer of River Crossing, another ThinkFun title that I must've played hundreds of times in the past.

Wriggle did pretty well in the app store and was featured in both New & Noteworthy and What's Hot, as well as an Honorable Mention for the 2009 "Best App for Primary School Kids" at 148apps.com's Best App Ever Awards.

Reiner Knizia's Robot Master (2009)

This was one of my earliest iOS puzzle games and developed using Objective-c. It was featured in the app store's What's Hot category and scored a 5 out of 5 mice at Macworld.