Clan and Community App for an Independent Game Studio
Designed and built a clickable companion community app for Cinderwild, an online survival game from a Pristina studio: clans with channels, voice rooms and raid RSVPs, patch notes, LFG and guides for players, and a moderator console that works reports against response targets and records a statement of reasons for every decision.
Most of our work is under NDA. Per agreement, we can share the work but not the company details - all names and identifying information shown here have been changed.
Player home feed, clan home, moderator dashboard, reports queue and case detail. Each of the 12 demo clans opens its own clan home and each of the 24 cases opens its own case page.
Child safety within 1 hour, threats and self-harm within 4 hours, hate and harassment and scams within 24 hours, spam and other within 72 hours. Time to target turns amber, then red, in the queue.
The case page suggests the ladder step from the player's prior sanctions, asks for a note when the moderator departs from it, and flags that a permanent ban needs senior approval.
Moderation cases across all 9 guidelines, plus 12 clans, 31 players including 5 teens, 7 events, 5 LFG posts, 5 guides, 4 news articles and 6 moderation staff.
Cinderwild's community lived on third-party chat servers, forums and spreadsheets that Bjeshka Games did not run. Clans recruited in one place, planned raids in another and tracked attendance by hand, patch notes were scattered across three channels, and harassed players had nowhere to report it that the studio could act on. The studio learned about grooming attempts, hate raids and doxxing from screenshots on social media.
Kulla gives the community one home the studio runs, with the game account as the identity: clans, channels and voice rooms, events with RSVPs and check-in, patch notes, LFG and guides. Behind it, the trust and safety team works reports and automated flags in a console with response targets, an enforcement ladder, a statement of reasons for every decision and an audit trail.
Bjeshka Games is a small studio in Kosovo, but Cinderwild is played on PC and consoles around the world, a growing share of its players are teenagers, and regulators and app stores now expect clear duties from any service that hosts what users post.
Kosovo's Law on Protection of Personal Data applies to the studio, the EU GDPR and UK GDPR to players there, the EU Digital Services Act to its EU users and the UK Online Safety Act where UK players use it. Which duties apply depends on size and user numbers, so the design has to support all of them.
Under 13s are refused at a neutral age gate and nothing is kept beyond a short block marker. Teens from 13 to 17 get a private profile, the strictest filter, no external links and no voice rooms with unconnected adults, and only see clans that opted into the teen rules.
Each removal, mute or suspension needs a statement of reasons that names the guideline or law, says whether automated means detected or decided it, and explains how to appeal. Reporters must hear the outcome without ever being named to the player they reported.
Child safety, credible threats and self-harm cannot wait in the same queue as spam. Suspected child sexual abuse material goes to a senior moderator at once, is preserved and reported, and moderators should not be exposed to the worst content by default.
Mapped 10 roles from adult and teen players to clan leaders, moderators, senior moderators and the trust and safety lead, 44 screens (24 player app screens, 4 public web pages and 16 moderator console screens) and the data model for players, game account links, clans, channels, voice clips, events, LFG posts, guides, reports, cases, decisions, sanctions, statements of reasons and appeals. Wrote down the rules the design follows: Kosovo data protection law, GDPR and UK GDPR, the DSA, the UK Online Safety Act, COPPA, app store UGC rules and child safety reporting.
Built 5 key screens on a production dashboard kit: the player home feed with server status, an Up next raid with check-in and roster slot, patch notes and LFG matches, the clan home with channels, voice rooms, RSVPs and members by role, and the moderator dashboard, reports queue and case detail with evidence, the enforcement ladder, legal finding and a statement of reasons preview. All actions run on local state.
Integration with Bjeshka's game backend for OAuth and stats, Steam, PlayStation and Xbox identities, Sign in with Apple and Google, clan chat (such as Stream Chat or Sendbird), voice rooms (such as LiveKit or Vivox), toxicity classification (such as Hive Moderation), Modulate ToxMod for reported voice, PhotoDNA or Thorn Safer hash matching, Yoti or k-ID age assurance, push and email, and the DSA Transparency Database where it applies. Staff roles, an append-only audit log, the iOS and Android apps, the public notice and appeal pages and a legal check of which duties apply.
The home feed shows which servers are up, the next raid with a countdown, the player's roster slot and a Check in button, the voice room already filling, and which guides the latest patch may have made outdated.
Cases carry a severity and a time to target from the studio's own policy, duplicate reports on the same content are grouped into one case, and teen reporters, public notices and trusted flaggers are marked so the urgent ones come first.
The moderator picks the guideline and the legal finding, the ladder suggests the step, and the statement of reasons preview shows the exact text the player will receive, with whether detection or the decision was automated.
Voice is not recorded; only the last 60 seconds are saved when someone reports a room, and the room says so. Severe content is blurred until a moderator reveals it, reporter identities stay staff only, and a reminder suggests a break after a run of severe cases.

Designed and built a clickable store and economy console for a Barbados studio's free-to-play puzzle game: offers that pass fairness checks before they go for approval, a double-entry Pearl ledger that never lets a balance go below zero, Apple refund and Google void handling, and a player view with spending limits and parent requests.

Designed and built a clickable player backend and live-ops console for a Bishkek studio's team-based multiplayer game on iOS, Android, Steam, PlayStation and Xbox: one player account across platforms, a server-authoritative currency ledger, audited grants with a second approver above each role's limit, and remote config targeted by segment.
Enterprise Software Engineering - Human + AI
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Enterprise Software Engineering - Human + AI
Contact Us
Locations
Global Headquarters
21 Merchant Road, 3rd Floor, Singapore 058267
Main corporate office and leadership operations
North America Office
548 Market Street, PMB 12345, San Francisco, CA 94104
Client operations and business development
India Office
402 Shivalik Shilp II, SG Highway, Ahmedabad 380015
Engineering and delivery center
© 2026 - Copyright. All Rights reserved Oceanlab