Animal Dash: Wildlife Park
Game designer |Gameplay Programmer |QA | Publishing
Genre:
Endless Runing| Casual
Animal Dash: Wildlife Park is an endless runner where you help a cat outrun the chasing AI robot​​
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Contributions:
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I built the power-up system, allowing players to collect and activate abilities during runs to escape pursuing AI bots.
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I implemented upgrade progression, enabling players to improve power-up effectiveness and survivability over time.
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I used and customized Unity’s built-in systems to implement the gameplay loop, progression, and reward logic the way I designed it.
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I designed and implemented touch controls using a hold-and-turn interaction model optimized for mobile play.
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I integrated Unity LevelPlay ads (rewarded and interstitial) and connected ad rewards into gameplay progression.
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I conducted QA testing by reproducing bugs, validating fixes, and tuning gameplay balance across multiple devices.
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I handled publishing and release, including setting up Google Play and Apple App Store builds, listings, and submissions.
​Platforms: App Store, Google Play, Steam, Xbox
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Skill focus: Game Design, Gameplay Program
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Overview
Store Link: Google Play, App Store
Project Date: May 2024 - August 2024
Read on for more details
Read on if you'd like to:​
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See more details about my development process
Warning: text. Lots of it. :)
Core Gameplay & Controls
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I implemented the core endless runner gameplay loop with automatic forward movement, run scoring, and difficulty scaling over time.
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I built level flow logic for restarting runs quickly, preserving a fast “one more try” loop.
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I designed and implemented touch-based hold-and-turn controls for smooth one-handed steering, including input smoothing so turns feel responsive without being twitchy.
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I tuned control sensitivity and turning radius to keep movement readable at high speed while still allowing precise dodges.
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I implemented obstacle collision and fail-state logic with clear feedback so players immediately understand what caused a mistake.
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I built an AI chase tension system (Subway Runner–style): the chasing bot appears after mistakes to raise pressure and signal danger, without constantly blocking the player.
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I tuned movement speed, turn responsiveness, obstacle spacing, and chase timing to maintain a fast but fair difficulty curve for mobile players.
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I iterated on gameplay feel through playtesting, adjusting pacing and responsiveness to reduce frustration and keep runs engaging.
Power-Ups & Upgrades
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I built the power-up system, allowing players to collect and activate abilities during runs to escape enemy bots and survive longer.
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I implemented core power-ups, including:
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Fly/Rocket – temporarily launch forward to bypass obstacles and danger.
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Shield – block damage and protect against mistakes.
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Magnet – attracts nearby coins during movement.
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Coin Bonus – instantly grants extra coins for the duration.
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I integrated a slot-machine reward mechanic that randomly grants one of the four power-ups, creating surprise and replayability without breaking balance.
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I built an upgrade system that increases power-up duration (longer shield time, longer magnet time, longer rocket distance, and more extra coins).
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I implemented character-based bonuses, where certain characters grant extra starting power-ups or additional power-up benefits to encourage collection and variety.
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I balanced power-up availability and upgrade scaling so power-ups feel impactful while preserving challenge.

Character and power-up upgrade screen: upgrades increase power-up duration, and some characters provide extra power-up bonuses.



Different characters with unique power-up advantages.




Slot machine rewards randomly grant one of the four power-ups (Rocket, Shield, Magnet, Coin Bonus).
Monetization
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I integrated Unity LevelPlay ads, including rewarded and interstitial placements.
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I wired rewarded ads into progression so players can optionally gain benefits without interrupting core play.
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I implemented in-app purchases (IAP) for optional upgrades/content, including purchase flow, receipt handling, and entitlement delivery.
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I connected IAP rewards to gameplay systems (power-ups/upgrades/progression) and ensured purchases persist correctly after relaunch.
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I tested and validated ads and IAP across devices to ensure correct reward delivery, reliable transactions, and consistent user experience.

QA & Publishing
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I conducted QA testing, reproducing bugs, validating fixes, and tuning gameplay balance across multiple devices.
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I optimized gameplay performance and stability for mobile platforms.
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I handled publishing and release, including configuring builds and store listings for Google Play and the Apple App Store.
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I prepared release assets and verified store compliance prior to submission.

