All Projects
The Problem
Wanted to prove I could ship a polished product end-to-end, solo — from game design to both app stores. Chose a mechanic that requires non-trivial engineering: real-time area capture with arbitrary polygons.
The Solution
Built a 2D arcade game where you steer a ship to draw lines that fence off territory from drifting asteroids. The core mechanic uses Clipper2 polygon boolean operations and LibTessDotNet tessellation every frame — CAD-grade geometry under a mobile frame budget.
Preview
Technical Highlights
- Real-time Clipper2 polygon boolean ops (union/difference) + LibTessDotNet tessellation every frame
- 32-level hand-authored campaign with 4 asteroid types and dynamic win threshold
- Custom iOS ATT bridge in Objective-C++ with automated Xcode post-build hook
- Mediated ad monetization (IronSource/LevelPlay + AdMob + Unity Ads)
- Event-driven architecture, object pooling, thread-safe singletons, coroutine-driven game loop
- Solo: design, programming, SDK integration, store submission on both platforms
Tech Stack
Engine
Unity 2022.3 LTSURPC#
Geometry
Clipper2 (Clipper64)LibTessDotNetPolygon Booleans
Native
Objective-C++ ATT BridgeAndroid GradlePostProcessBuild
Ads
IronSource/LevelPlayAdMob AdapterUnity Ads Adapter
Design
32 Levels4 Asteroid Types4 Power-UpsVehicle Shop
Key Numbers
41 C# scripts32 levels2 App StoresSolo shipped


