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Skill Nation
Fast loading times and small build sizes were constant requirements, so a lot of the work was about keeping the games lightweight and optimized. Runtime performance was also a constant battle since the apps were run on top of the existing app.
All the games are missing general UI such as menus, score displays, pause buttons, etc. This was handled by the app itself. The games do however have a lot of game specific UI.
I've also designed and implemented standardized systems that were shared across all the games:
- Game configs, allowing us to tweak and balance games during development, set game modes & special events, etc.
- Game customization & asset streaming, which allowed the players to unlock customizations for their games, while keeping the games' loading times quick
- System for saving user progress
- A debug tool that attached a debug console to the games, tracked performance & loading times, and allowed us to modify the game configs at runtime
- The interop layer for game-app communication. I was also involved with the app side of things, making sure the webview is properly configured and optimized
Built from scratch
Bullseye
An iMessage type of archery game, that mixes 2D environments with 3D gameplay.
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Bowling prototype
Unfinished prototype with custom bowling tracks, PvP matchmaking, swipe controls and a level editor.
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Moji Mash
Merge game clone using emoji assets, configurable physics speed, props and debounced score effects.
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Built from templates
Stacker
Modified stacker template, with checkpoints, combos, score UI and increasing tower wobble.
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Tennis
Modified tennis template - upgraded with better rules, physics, pacing, performance and a targets practice mode.
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Road Rage
Modified driving template, with reworked controls, new objective, crash feedback and seeded level generation.
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Void Runner
Modified template hole game, focused heavily on WebGL performance optimization and endless-runner conversion.
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