I build software.
Mostly for games. Mostly with Unity.
I've been doing this for 15 years across 3 chapters: developer, studio founder, product builder.
Jahro
I'm building Jahro — debug tooling for Unity developers. It replaces the cable-and-ADB bug reporting workflow that every mobile game studio has learned to hate.
One tap opens a snapshot: logs, screenshots, and device metadata all bundled into a shareable link. QA pastes it into the ticket. The developer opens it and actually has enough context to fix the bug.
700+ registered users. 47.4% three-month retention. Stable release — session replay is in production. EIC-backed funding and a pre-seed round in Q2 2026.
Jahro's roots go back to 2020, when I shipped a predecessor on the Unity Asset Store as a UX-first debug console. The current version is a second-generation rebuild — a cloud snapshot pipeline paired with a web console that QA and developers can actually share.
Running a studio for 11 years
In 2013 I moved from Zaporizhzhia to Krakow and started Crysberry. The idea was to build a game development studio. It worked out.
By the time I left, the studio had grown to 60 people, served 50+ clients across 18 countries, and was generating multimillion annual revenue. We did games, AR/VR, interactive installations, and native mobile for international clients. Mostly fixed-price outsourcing, which is a fast way to learn how to scope a project or eat the cost.
The studio was later rebranded as Bellaciao.dev and is still active today.
Over 11 years I ran sales, presales, delivery, finance, and everything in between. I built the estimation and scoping system from scratch — a company-wide fixed-price delivery methodology covering decomposition, milestones, and SOW production. I sat on both sides of every deal: the client who needed something built, and the studio that had to deliver it on time and on budget. Average employee tenure reached 3+ years, against a market average of roughly one.
Some things I'm proud of from that period
Kharkiv Literature Museum
A virtual 3D museum app built for a Ukrainian cultural institution that was closing for reconstruction and couldn't just disappear. Interactive tours, live guide sessions, in-app donation currency. Nominated for the Webby Awards in 2023 in Apps, dApps & Software — Art, Culture & Events.
Kantar Retail VR
Enterprise VR retail planning software for desktop and Oculus Rift. 2 years of development. Scaled to 30 engineers in the extended team. The client's CTO said: “They are professional, responsive, and they can quickly adapt to changes.”
The Happiness Project
A scientific data collection app built for UCL and later transferred to Yale. Mini-games with behavioral telemetry to study human happiness. Co-developed with Robb Rutledge's lab.
Speechify
The iOS and Android MVP before the product scaled — built when the product was still proving the concept. One of the earlier Crysberry cases that turned out commercially significant at scale.
Arkadium
A multi-year engagement rebuilding Arkadium's Unity mobile game catalogue, including the Taptiles series, and porting flagship titles to Steam VR. One of the longest-running and most technically demanding partnerships the studio took on.
Developer first
Before the studio, I was a developer. Android from version 1.5 — which puts the start right at the beginning of the platform. The early Android ecosystem was small enough that if you shipped something, people noticed.
I shipped apps for Black Eyed Peas, LucasArts (Star Wars: Falcon Gunner), and T-Pain. Nobody was taking Android seriously yet. That turned out to be an advantage.
That era taught me how to get things out the door fast with minimal resources. I've been doing that ever since, just with bigger teams and more expensive mistakes.
Working on something interesting?
Open to conversations.