18 years shipping games — AAA blockbusters at Ubisoft, live service at Scopely, venture-backed startup, AI-native studio in Barcelona.
Neon Monk is an AI-native mobile game studio I co-founded in Barcelona with Srikanth Peru — 38 years combined in mobile games, every seat in the room between us. The thesis is simple: every game we ship makes the next one more likely to win, because the intelligence compounds. Traditional studios start from scratch every cycle. Ours doesn't.
The system we built is called Adon — the company brain. Four modules: Scout finds the opportunity, Forge builds it fast, Launch-OS scales or kills, Memory makes sure game 10 is built on the intelligence of games 1–9.
Hybrid-casual · Constellation puzzle · Unity
Connect the stars, restore the shapes hidden in the night sky. 44+ hand-crafted levels, Stardust economy, daily horoscope retention hooks. Currently in closed testing with verified testers, Philippines soft launch next.
Hybrid-casual · Tile puzzle · Unity
100 levels locked, custom illustrated tile set, haptic feedback and FTUE shipped. Currently completing IAP, ad mon, and Firebase analytics ahead of Philippines soft launch.
Cozy narrative · Mobile · Unity 6
Cozy Art Nouveau bookshop restoration set in Barcelona. Currently the proving ground for the studio's AI art pipeline — hand-crafted environments stress-test the system that everything else will run on.
HTML5 MRAID · Non-dilutive cash engine
Production partner for top-tier mobile publishers. Browser-based authoring flow, brief to deliverable in days, first client deliveries shipping.
Read the full studio story · neonmonk.studio
Six titles across console, mobile, and live service. Every seat in the room — QA, level design, production, content direction.
Core team AP on Ubisoft's naval open-world title. Led a feature team focused on player progression — coordinating cross-functional efforts across tech, QA, and design, and contributing to building core gameplay systems.
Led the full technical production team on one of mobile's most-played party titles — frontend, backend, toolbox, analytics, and build systems. 15+ person team across 4 time zones.
Built automation tools and a full pipeline for UGC content moderation — improving efficiency and scalability of community content review. Supported the core Montreal team with live UGC operations at scale.
Produced console multiplayer features and coordinated tech teams across design, engineering, and QA to deliver a polished digital adaptation of the board game classic.
Led the mobile port and console co-feature development. Managed cross-discipline teams across tech, design, art, and professional guitarists — coordinating with Osaka and San Francisco studios.
13-year journey — scaled the India team from 3 to 60+, set up chroma capture room and full production pipeline, and led design, tech, art, costume, and set teams across Pune, Paris, and Newcastle.
Nirvana Interactive (2021–2023) · Co-founded the venture-backed studio behind Emboldn, an AAA isometric tactical for PC and console. Raised €2.7M, hired from Ubisoft, Meta, Warner Bros, and Netflix, directed the dystopian sci-fi comic tied to the game's lore.
The studio didn't ship the title. What it did ship was the lesson: AAA structural overhead is the wrong shape for the games I want to build next. Neon Monk is the answer to that.
I don't talk about AI in game production. I build it in. Three live production environments, one solo pipeline, one studio brain. The principle is always the same:
AI handles the information layer. Humans make the decisions.
That's where the genuine ROI comes from — not chasing tools, but redesigning workflows around what AI is actually good at. I can distinguish hype from utility, and I know how hard it is to roll this inside a real company with real teams and real resistance. That's the problem I find genuinely interesting.
My first take at learning code — Verse scripting and node-based logic through Fortnite Creative. Two maps shipped: a PvPvE tactical shooter with AI-controlled zombie swarms, and a Red vs Blue team arena with custom economy balancing.
PvPvE tactical shooter with AI-controlled zombie swarms, boss fights, and cinematic extraction sequences.
Fast-paced Red vs Blue team arena with tight combat loops, custom spawns, and economy balancing.