GemFall Catcher
A fast-paced mobile arcade game focused on reflexes, replayability, and social competition. Built with a modular approach to scale easily and support ongoing content updates.
Role: Producer · Unity Developer · Game Designer
Team Size: 5 (Remote)
Duration: months + Ongoing Live Support
Platforms: iOS & Android
Tools: Unity, Trello, Jira, TestFlight, Google Play Console
Downloads: 100+ Downloads

🎮 Expanded Game Description
GemFall Catcher is a mobile arcade game designed for quick, repeatable play sessions. Players compete to collect falling gems, avoiding incorrect ones, with the goal of achieving the highest score possible.
Key Features:
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Increasing Difficulty: Gem fall speed accelerates at score thresholds, requiring sharper reflexes over time
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Changing Objectives: Target gem types change randomly, keeping players alert without penalizing mistakes that interrupt flow
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Global Leaderboards: Competitive edge driven by worldwide scoreboards, rewarding skill-based progression
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Player Customisation: Players can unlock and equip character variants and personalize profiles to stand out visually in the leaderboard
🧩 Responsibilities
Main Role: Producer & Unity Developer
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Created and managed the production schedule, tracked milestones, and ensured timely delivery for multiple public showcases
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Prototyped UI using placeholder assets and game logic, completed by the programmer, before integrating final visuals from the artist
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Built and organised a clean Unity project hierarchy, leveraging prefabs and reusable components for scalability and performance
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Mentored the artist in Unity workflows and supported the QA tester in creating and deploying test builds, enabling task delegation and focus on higher-priority issues
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Configured platform-specific build settings and managed closed playtesting via TestFlight (iOS) and Google Licensed Testers (Android)
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Coordinated and presented at events including UG Impact Challenge, The Crossroad, and Game Bakery, gathering direct user feedback
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Integrated monetization features (consumables, subscriptions) through Unity IAP, and defined pricing for both app stores
Secondary Role: Game Designer
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Conducted market research and competitor analysis to define the game’s concept and target audience
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Communicated vision and goals clearly across the team — adapting messaging to suit programmers, artists, and QA roles
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Authored a Game Design Document (GDD) outlining gameplay mechanics, monetization, marketing strategy, and analytics tracking
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Designed core systems and economy in spreadsheets, guiding architectural decisions (OOP vs ECS) and future balancing
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Created player-facing systems including a game pass, leaderboards, character customisation, and a player profile
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Researched casual arcade titles like Catch the Egg, Nu, Pogodi!, and Doodle Jump to define a unique concept
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Focused on making the game challenging and replayable, with shifting objectives and increasing difficulty
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Sketched core interactions, defined a casual competitive target audience, and mapped a timeline for prototyping
Pre-Production
(2 weeks)

Figma Game Prototype
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Worked with the programmer and artist to define game flow, UI states, and logic via flowcharts
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Created economy balancing sheets and outlined progression systems for testing
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Defined the MVP and scoped features based on team capacity and testing strategy
Production
(4 weeks)
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Led sprints via Jira and managed team syncs on Discord
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Built modular UI to support future updates — single-canvas anchors adapted for mobile screen resolutions
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Prioritised scene loading efficiency and system modularity using prefabs and ECS-compatible design
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Handled reprioritizations based on milestone testing and public showcase needs
Testing & Iterating
(2 weeks)
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Refined UI and onboarding flow based on feedback from internal and external testers
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Collaborated with the music composer to introduce dynamic sound design tied to game speed
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Replaced early placeholder assets with finalized visuals and UI for visual consistency
Release
(2 weeks)
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Deployed test tracks via TestFlight and Android’s Licensed Tester system
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Integrated and tested Unity IAP features with store listings and pricing
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Launched a soft marketing campaign (Discord, social media) to collect warm data before scaling with ads
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Used early KPIs to monitor retention and engagement
Live Support (Ongoing)
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Designed and deployed a game pass with tiered unlocks to support daily engagement
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Balanced in-game currency and rewards to promote fair progression
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Fixed leaderboard accuracy and improved UX for profile and ranking systems
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Collaborated on avatar customisation, player profiles, and expanded social features























