Two shipped titles, ten years apart in scope, both built with full technical ownership.
A dark fantasy metroidvania with soulslike elements, set in a decaying holy city. I owned the core gameplay systems — save architecture, UI, NPC behaviour, character progression, inventory system, status and damage systems — and led the performance work behind the console release.
A mobile companion app I served as sole programmer on for nine years, working alongside a small team of artists — from first release to over ten million downloads worldwide. Architecture, features, releases: the entire technical side of the product was mine to own.