Mark Calugay

I build and launch digital products.

Apps. Games. Tools.
I take them from idea → shipped.

A lot of good ideas die in planning.
I make sure they do not.

Since 2009, I've shipped 50+ projects and managed $500K+ in production.

2025 to presentFounder

2023 to 2025Project Manager

2019 to 2023Game Producer

2009 to 2019Game Designer

Why I Do It

I'm building a portfolio of apps, SaaS, and games.

Not just for income.
I'm doing it for leverage, freedom, and something that's actually mine.

I experiment. I learn. I iterate.

I want my kids to see what it looks like
to build something from nothing.

To take risks.
To follow through.
To keep going.

This is the work.

What I Do

I build and ship products. Consistently.

Apps. Games. Tools.
From idea → execution → launch.

I work across product, design, and engineering to keep the work moving.

Most projects do not fail because the idea is bad.
They fail because nobody gets them over the line.

How I Do It

Product execution (0 → 1)

I turn raw ideas into working, shipped products.

Game development & design

I build systems, gameplay loops, and player experience.

Creative project management

I align design, marketing, and engineering without delays.

Go-to-market support

I help products launch instead of dying in development.

Proof

Proof

Most projects do not fail because the idea is bad.

They fail because nobody gets them shipped.

I've shipped 50+ products since 2009.

I move fast.

I fix bottlenecks.

I turn vague ideas into real things people can use.

QuietLine is one of them.

I built and launched it end to end.

I've helped teams move 15 to 30 percent faster.

Less delay. Less rework. More shipping.

ShipOrShame Badge

Brands I've worked with

Bakugan
DreamWorks
Dr. Panda
Gabby's Dollhouse
Monster Jam
Netflix
Spin Master
Universal

GitHub

I build in public.

This is the part you can verify.

→ github.com/markccalugay

1369 contributions in the last 90 days.

Jan
Feb
Mar
Mon
Wed
Fri

Projects

Owned Products

QuietLine

I built QuietLine for people who need their head back when stress starts running the room.

Flutter + Supabase + StoreKit

Bunga

I'm building Bunga to make money tracking feel less annoying and more usable.

Fast, no-friction money visibility

MyExplorer

I'm building MyExplorer around curiosity, movement, and the feeling that progress should actually feel like progress.

Built for discovery systems that keep moving

RekTiles

I built RekTiles as a fast-paced game experiment.

Built around mechanics and replayability

HonestMVP

I built HonestMVP so founders can price reality before they fall in love with a bad scope.

Built to validate ideas before overbuilding

Professional Work

Dr. Panda

I led mobile game production and live operations.

I coordinated design, marketing, and engineering.

Bakugan

I led creative production across cross-functional teams.

I kept timelines tight and the brand consistent.

Gabby’s Dollhouse

I led campaign and asset production.

I delivered high-volume creative work on schedule.

Rubik’s

I built creative production systems and asset pipelines.

I kept every deliverable consistent.

Paw Patrol

I ran large-scale production workflows.

I managed global asset pipelines and delivery.

Experiments

I prototype game mechanics in Unity.

I test weird ideas in Web3 and Ethereum.

I build small SaaS tools when I need them.

I ship fast validation builds before the idea gets overcooked.

Game Work

Dr. Panda AR Christmas Tree (2017)

Game Designer

Dr. Panda Town Collection (2019)

Lead Game Designer

Dr. Panda Town: Pet World (2018)

Game Designer

Content Production

Gabby’s Dollhouse Summer App Trailer (2022)

Creative Director / Producer

Gabby’s Dollhouse App Trailer (2023)

Creative Director / Producer

Monster Jam Game Trailer (2023)

Creative Director / Producer

Contact

If you need someone who ships, I'm easy to find.