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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: 3 months + Ongoing Live Support
Platforms: iOS & Android
Tools: Unity, Trello, Jira, TestFlight, Google Play Console
Downloads: 100+ Downloads
First week retention:

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🎮 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:
 

  • Increasing Difficulty: Gem fall speed accelerates at score thresholds, requiring sharper reflexes over time.

  • Changing Objectives: Target gem types change randomly, keeping players alert without penalizing mistakes that interrupt flow.

  • Global Leaderboards: Competitive edge driven by worldwide scoreboards, rewarding skill-based progression.

  • Player Customization: Players can unlock and equip character variants and personalize profiles to stand out visually in the leaderboard.

🧩 Responsibilities


Main Role: Producer & Unity Developer

  • Created and managed the production schedule, tracked milestones, and ensured timely delivery for multiple public showcases.

  • Prototyped core gameplay and UI using placeholder assets before integrating final visuals from the artist.

  • Built and organized a clean Unity project hierarchy, leveraging prefabs and reusable components for scalability and performance.

  • Mentored the artist in Unity workflows and supported the QA tester in creating and deploying test builds, enabling task delegation and improved focus on higher-priority issues.

  • Configured platform-specific build settings and managed closed playtesting via TestFlight (iOS) and Google Licensed Testers (Android).

  • Coordinated and presented at events including UG Impact Challenge, The Crossroad, and Game Bakery, gathering direct user feedback.

  • Integrated monetization features (consumables, subscriptions) through Unity IAP, and defined pricing for both app stores.
     

Secondary Role: Game Designer

  • Conducted market research and competitor analysis to define the game’s concept and target audience.

  • Communicated vision and goals clearly across the team — adapting messaging to suit programmers, artists, and QA roles.

  • Authored a Game Design Document (GDD) outlining gameplay mechanics, monetization, marketing strategy, and analytics tracking.

  • Designed core systems and economy in spreadsheets, guiding architectural decisions (OOP vs ECS) and future balancing.

  • Created player-facing systems including a game pass, leaderboards, character customization, and a player profile.

🛠️ Production Pipeline

Concepting
(2 weeks)

  • Researched casual arcade titles like Catch the Egg, Nu, Pogodi!, and Doodle Jump to define a unique concept
     

  • Focused on making the game challenging and replayable, with shifting objectives and increasing difficulty
     

  • Sketched core interactions, defined a casual competitive target audience, and mapped a timeline for prototyping

Pre-Production
(2 weeks)

  • Worked with the programmer and artist to define game flow, UI states, and logic via flowcharts
     

  • Created economy balancing sheets and outlined progression systems for testing
     

  • Defined the MVP and scoped features based on team capacity and testing strategy

Production
(4 weeks)

  • Led sprints via Jira and managed team syncs on Discord
     

  • Built modular UI to support future updates — single-canvas anchors adapted for mobile screen resolutions
     

  • Prioritized scene loading efficiency and system modularity using prefabs and ECS-compatible design
     

  • Handled reprioritizations based on milestone testing and public showcase needs

Testing & Iterating (2 weeks)

  • Refined UI and onboarding flow based on feedback from internal and external testers
     

  • Collaborated with the music composer to introduce dynamic sound design tied to game speed
     

  • Replaced early placeholder assets with finalized visuals and UI for visual consistency

Release
(2 weeks)

  • Deployed test tracks via TestFlight and Android’s Licensed Tester system
     

  • Integrated and tested Unity IAP features with store listings and pricing
     

  • Launched a soft marketing campaign (Discord, social media) to collect warm data before scaling with ads
     

  • Used early KPIs to monitor retention and engagement

Live Support (Ongoing)

  • Designed and deployed a game pass with tiered unlocks to support daily engagement
     

  • Balanced in-game currency and rewards to promote fair progression
     

  • Fixed leaderboard accuracy and improved UX for profile and ranking systems
     

  • Collaborated on avatar customization, player profiles, and expanded social features

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