reimart.

Product leadership / Original games

Based in the Philippines · UTC+8

I lead and build original games,
from roadmap to live release.

I’m Reimart Vidallon. I set priorities, steer delivery and releases, and still build the games myself, then let live performance decide what comes next.

See selected work
Currently building atCubeia Sweden AB

Product decisions. Engineering. Releases.
From the first brief to live performance.

Scroll to explore

01 / Selected work

Shipped, live and playable.

Games people
actually play.

The work I can show in public. Studio and client projects under NDA are available as a private walkthrough.

Live · 2024 to now

Cubeia Originals

Brand-first casino games that operators run as their own.

On the studio’s game suite I carry much of the product role (roadmap, priorities, what gets built and why) and I’m one of its core engineers: game clients, interface systems, releases, and tuning titles from live performance data.

23
titles live in the catalogue: 22 originals and a slot
10
titles shipped in the studio’s first year*

* As announced by Cubeia at the Turbo Crash launch, October 2025.

  • Titanforged
  • Crash
  • Turbocrash
  • Mines
  • Plinko
  • Limbo
  • Dice
  • Keno
  • HiLo
  • Coinflip
  • Tower
  • Chicken Cross
  • Wheel
  • Aviation
  • Twister
  • Trader
  • Loop
  • Roulette
  • Jackpot Roulette
  • Baccarat
  • Blackjack
  • Blackjack Multihand
  • Poker

Side project · 2020

PixiJS Shooter

An arcade shooter built from scratch with PixiJS and webpack, from the game loop and collisions to a texture-packed interface.

Source on GitHub

This site · 2026

Astral star engine

The RV at the top is thousands of stars sampled from type. A hand-written Canvas 2D particle system with spring physics, pointer repulsion and shockwaves that pauses offscreen and respects reduced-motion settings.

Send a pulse

02 / Experience

Design × Engineering × Product

Ownership,
end to end.

A decade connecting design and engineering, with ownership across product decisions, project oversight, release coordination, and live performance reporting.

PreviouslyWeCanWork Global SolutionsSr. Web Developer & Designer

Led discovery and UX for global clients, designed brand and interface systems, and built responsive front ends across web applications, marketing sites, and interactive campaigns.

UX/UIWeb applicationsBrand systems
PreviouslyMaverickslot / Cobalt 7Sr. Front-End Design & Development Specialist

Designed and built slot and casino game front ends within a studio pipeline: HTML5 interfaces, symbol and win animations, sprite optimisation, game landing pages, and promotional sites.

HTML5 gamesMotion designAsset pipelines
EarlierAvantice · Click4Corp · CoefficientsWeb & Digital Designer

Started in digital design at agencies and product companies, creating web layouts, branding, and campaign assets. Picked up front-end development on the job, which became the core of my work.

Digital designBrandingFront-end development

03 / The approach

One connected process.

Every detail.
Every layer.

Good games depend on the connections: between an idea and its rules, an interface and its state, a build and a real release.

What I work on01 / 05
Process in motion

DIRECTION

A clear product brief.

Turn an idea into a shared decision about what to build and why.

  • 01Player & product problem
  • 02Core mechanic & rules
  • 03Scope & priorities
OUTPUT

An agreed brief the team can build from.

01 / Define the game

Start with
the right questions.

Align the theme, core mechanic, and target audience with product and math. Make the intent clear before committing to the build.

  • Game concept & rules
  • Product brief & priorities
  • Shared scope with the team

Skills & working toolkit

Across the product lifecycle.

01

Product direction
& delivery

Connect product decisions to a practical roadmap. Keep sight of project progress, priorities, dependencies, and release readiness.

Product decisionsRoadmap prioritisationProject oversightRelease coordination
02

Product
engineering

Build responsive game clients, reusable interfaces, state-driven interactions, and motion that supports the experience.

TypeScriptReactViteTailwind CSSZustandMotionMatter.jsCanvas
03

Analytics
& reporting

Review gross gaming revenue (GGR), game performance, and player activity. Turn reporting into context for prioritisation and post-launch product decisions.

GGR reportingGame performanceProduct insightsAmplitudePostHog
04

Quality
& collaboration

Bring design, implementation, and release checks together. Use AI-assisted development alongside review and testing to support delivery.

VitestQA & release checksFigmaJiraBitbucketClaude AICodex

Platform context Integration with Java / Spring Boot services, REST APIs and WebSockets, within AWS delivery workflows.

04 / The person behind the build

Santa Rosa City, Philippines

Portrait of Reimart Vidallon in a charcoal suit jacket
REIMART VIDALLONPRODUCT & ENGINEERING

Product judgement.
Engineering depth.

I care about the space between a product decision and the code that ships it. That’s where a good idea becomes something people can actually use, feel, and play.

Ten-plus years across design and front-end engineering shaped how I lead. Today my scope covers product decisions, roadmap priorities, project oversight, release coordination and GGR reporting, and I still ship client code myself.

Today, I work on original games at Cubeia with teams across European and Asian time zones. I connect what we build, how we release it, and what we learn from live performance, while staying close to the interface and engineering details.

10+Years across
design & engineering
EU ↔ APACWorking across
teams & time zones
More about my background

Have something in mind?

Let’s make it happen.

Good ideas
deserve a build.

Let’s talk