
Players tap coin piles onto matching stacks and merge them to free up space and pass the level.
In a span of 6 weeks, I successfully developed a project from its initial concept to a test-ready stage for the publisher. Collaborated closely with game designer, artist, art team lead.


There were two main challenges : how to make a big amount of levels (1) with strict deadlines and make satisfying fly animation (2) for elements (playes, bolts, buttons). The architecture needed to support swapping animations and models without touching the code.
- I built an in-engine level editor so the 3D artist could assemble levels independently, which meant I could stay focused on the actual gameplay code.
- For the animation, we recorded all results and analyzed them frame by frame with the art team. After a few iterations, we landed on something that felt really good.
Every 5 levels the game introduces a new interactive element.
For example, here is Ropes, implemented with Obi Rope plugin and custom gameplay logic
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