Context
First title shipped under Nexenova Studios, released on Google Play. Covered the puzzle rules, the live-services backend and the ad monetisation.
The problem
A puzzle game lives or dies on its level pipeline. Each level is a graph of paths, gates, poles and buttons that has to be authorable quickly, verifiably solvable, and re-tunable after launch without shipping a new binary.
What I built
- Built the core mechanic: tap a car and it drives its path to a matching finish line, resolving collisions with gates, poles and buttons along the way.
- Authored the level data as ScriptableObjects so difficulty and layout are edited as data, not code.
- Integrated the Unity Gaming Services stack — Authentication, Cloud Save, Economy and Cloud Code — so progression and currency are server-owned rather than trusted to the device.
- Wired AdMob for rewarded and interstitial placements against the Economy currency definitions.
- Shipped on Unity 6 with URP and the new Input System, targeting mobile portrait.
