🔹 Project Overview
Mobile 3D Casual Game developed using Unity, featuring swipe-based movement, dynamic obstacles, character shop, monetization systems, and polished UI/UX interactions designed for mobile platforms.
🔹 Core Gameplay Systems
- Implemented a Swipe-Based Player Movement System supporting all directions with smooth step-based motion, jump arc animation, movement limits, and vibration feedback.
- Developed Player State Management including movement control, collision handling, continue-after-fail logic, and dynamic parenting to moving platforms.
- Designed a Tutorial & First-Time User Experience System that visually guides players using directional hand indicators and persists progress using PlayerPrefs.
- Built Dynamic Difficulty & Idle Detection Logic, triggering warnings and game-over states when the player stops interacting.
- Implemented Moving Platforms & River Boards System with runtime spawning, random timing, player attachment, and auto-destruction for performance optimization.
🔹 Environment & Level Generation
- Created a Procedural Road & Tile Spawning System that generates level segments dynamically based on player position.
- Implemented Auto-Cleanup & Object Lifecycle Management to destroy off-screen tiles, boards, vehicles, and obstacles efficiently.
- Designed Dynamic Vehicle & Traffic Systems with randomized spawn intervals, directional movement, audio proximity feedback, and collision logic.
- Built a Train Obstacle System with trigger-based spawning, warning lights, audio alerts, delayed movement, and cleanup logic.
🔹 Character & Shop System
- Designed a Scalable Character Blueprint System supporting multiple characters with prices, unlock states, and persistence.
- Implemented a Character Selection & Preview System with smooth rotation and real-time model switching.
- Built a Fully Functional In-Game Shop System allowing players to unlock characters using in-game currency.
- Integrated Persistent Progress Saving for characters, coins, and selected player models using PlayerPrefs.
🔹 Currency & Reward System
- Implemented a Coin Collection System with trigger-based pickups, animated UI feedback, and persistent storage.
- Added UI Coin Fly Animation Effects using DOTween to enhance user feedback and polish.
- Built a Rewarded Ads Coin System that grants randomized coin rewards with animated UI confirmation panels.
🔹 Monetization & Ads Integration
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Integrated Google Mobile Ads (AdMob), including:
- Interstitial Ads for scene transitions.
- Rewarded Ads for continue-after-fail and bonus coin rewards. - Designed a Reward Type Handling System to differentiate between ad rewards (coins vs continue gameplay).
- Implemented safe ad reloading and lifecycle handling to ensure ads are always ready without blocking gameplay.
🔹 UI / UX & Game Flow
- Developed a Central UI Management System controlling pause, game over, continue panels, and time scaling.
- Implemented Button Highlight & Attention Effects (shine, fade, rotation) to guide player interaction.
- Built Splash Screen Flow System with fade-in/fade-out transitions before loading the main scene.
- Created Scene Navigation Controller handling transitions between Home, Shop, and Gameplay with ads integration.
- Implemented Countdown Timer System with circular UI fill feedback and automatic restart logic.
🔹 Audio System
- Built a Centralized Audio Manager supporting multiple sound effects with custom volume, looping, and runtime AudioSource assignment.
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Implemented Context-Aware Audio Playback for:
- Player movement
- Coin collection
- Vehicles proximity
- Train warnings
- UI interactions - Optimized audio playback to avoid overlap and unnecessary processing.
🔹 Performance & Code Structure
- Used Coroutines extensively for timing-based gameplay logic (spawning, warnings, animations, ads rewards).
- Implemented Object-Oriented Design Principles with clear separation between gameplay, UI, audio, monetization, and systems logic.
- Applied Runtime Optimization Techniques such as object destruction beyond bounds and controlled spawn intervals.
- Designed systems to be scalable and extensible, allowing easy addition of new characters, vehicles, obstacles, and levels.