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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:

  • I built the power-up system, allowing players to collect and activate abilities during runs to escape pursuing AI bots.

  • I implemented upgrade progression, enabling players to improve power-up effectiveness and survivability over time.

  • I used and customized Unity’s built-in systems to implement the gameplay loop, progression, and reward logic the way I designed it.

  • I designed and implemented touch controls using a hold-and-turn interaction model optimized for mobile play.

  • I integrated Unity LevelPlay ads (rewarded and interstitial) and connected ad rewards into gameplay progression.

  • I conducted QA testing by reproducing bugs, validating fixes, and tuning gameplay balance across multiple devices.

  • 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:​

  • See more details about my development process

Warning: text. Lots of it. :)

Core Gameplay & Controls

  • I implemented the core endless runner gameplay loop with automatic forward movement, run scoring, and difficulty scaling over time.

  • I built level flow logic for restarting runs quickly, preserving a fast “one more try” loop.

  • 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.

  • I tuned control sensitivity and turning radius to keep movement readable at high speed while still allowing precise dodges.

  • I implemented obstacle collision and fail-state logic with clear feedback so players immediately understand what caused a mistake.

  • 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.

  • I tuned movement speed, turn responsiveness, obstacle spacing, and chase timing to maintain a fast but fair difficulty curve for mobile players.

  • I iterated on gameplay feel through playtesting, adjusting pacing and responsiveness to reduce frustration and keep runs engaging.

Power-Ups & Upgrades

  • I built the power-up system, allowing players to collect and activate abilities during runs to escape enemy bots and survive longer.

  • I implemented core power-ups, including:

    • Fly/Rocket – temporarily launch forward to bypass obstacles and danger.

    • Shield – block damage and protect against mistakes.

    • Magnet –  attracts nearby coins during movement.

    • Coin Bonus – instantly grants extra coins for the duration.

  • I integrated a slot-machine reward mechanic that randomly grants one of the four power-ups, creating surprise and replayability without breaking balance.

  • I built an upgrade system that increases power-up duration (longer shield time, longer magnet time, longer rocket distance, and more extra coins).

  • I implemented character-based bonuses, where certain characters grant extra starting power-ups or additional power-up benefits to encourage collection and variety.

  • I balanced power-up availability and upgrade scaling so power-ups feel impactful while preserving challenge.

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

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Different characters with unique power-up advantages.

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Slot machine rewards randomly grant one of the four power-ups (Rocket, Shield, Magnet, Coin Bonus).

Monetization

  • I integrated Unity LevelPlay ads, including rewarded and interstitial placements.

  • I wired rewarded ads into progression so players can optionally gain benefits without interrupting core play.

  • I implemented in-app purchases (IAP) for optional upgrades/content, including purchase flow, receipt handling, and entitlement delivery.

  • I connected IAP rewards to gameplay systems (power-ups/upgrades/progression) and ensured purchases persist correctly after relaunch.

  • I tested and validated ads and IAP across devices to ensure correct reward delivery, reliable transactions, and consistent user experience.

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QA & Publishing

  • I conducted QA testing, reproducing bugs, validating fixes, and tuning gameplay balance across multiple devices.

  • I optimized gameplay performance and stability for mobile platforms.

  • I handled publishing and release, including configuring builds and store listings for Google Play and the Apple App Store.

  • I prepared release assets and verified store compliance prior to submission.

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