AngryBirds 2
AngryBirds 2
Technology: Unity, C# and .netcore (backend)
Configs: JSON
My role: I helped the team to create new social features for the game and bring the game to the next level of success. I worked on clans to connect players, custom clan events scheduled, clan wars with matchmaking, a global leaderboard competition and a special shop with unique exclusive items. I worked on frontend and backend code as well helping designers creating the mighty eagle shop.
Technology: Flash, Actionscript 3
Framework: Robotlegs
Design Pattern: MVC + Commands
Configs: JSON + Excel
My role: I Started the development of the Facebook version of Pearl's Peril from the ground in November 2011 with a small team of 4 people which grew to around 25 people and outsourcing partners.
We designed the core of the application using a framework called Robotlegs. It uses Dependency Injection and Commands to execute routines in game. For the special scenes (one per chapter) it was created a photoshop naming convention to be parsed by our client and also validated by our internal tool, so the outsourcing partners could work on weekly content without any errors.
Technology: Unity, C#
Framework: None
Design Pattern: Service Locator, State Machine, Observer
Configs: JSON + Excel
My role: I started the project with one other game designer in 2012 and the team now has 30 people working on it. No frameworks were used on this project, to keep it easy to understand and have more control on performance optimizations.
There is an AI system that level designers can create through excel files. The game is heavily configured by excel spreadsheets that get exported and parsed later to C# classes. There is a Validator that runs every commit to make sure no config is pushed with invalid data. There are many Unit/Integration tests for the Model/Business Logic parts of the game.
Technology: Unity, C#
Framework: None
Design Pattern: Service Locator, State Machine, Factory, Singleton,
Configs: Excel CSV parsed into Scriptable Objects
My role: I joined the project at the beginning of production phase and was responsible for several gameplay features, UI integration, AI for the enemies editable by configs (easy/medium/hard) as well as several refactors throughout the entire code base.
Technology: Flash, Actionscript 3
Framework: Parsley Framework,
Design Pattern: MVC
Configs: XML
My role: Started the project and helped initial kickoff, coding some of the base for hidden object scenes.
Technology: Flash, Actionscript 3
Framework: Parsley Framework,
Design Pattern: MVC
Configs: XML
My role: Maintained the project creating new features, the shop, popups, fixing bugs, new items.