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Arcadia: Cloudbound 

Game designer |Gameplay Programmer |QA | Publishing
Genre:

 Puzzle | Find the Difference| Casual | 3D

Arcadia: Cloudbound is a cozy 3D puzzle game where rotating rooms reveals hidden differences.​​

Contributions:

  • I implemented the core 360° rotation system, enabling players to explore fully 3D environments and discover hidden differences from specific viewpoints.

  • I designed and tuned cross-platform input handling for touch, mouse/keyboard, and gamepad, supporting mobile, Steam (PC), and Xbox.

  • I implemented Steam and Xbox multiplayer support, enabling two-player co-op gameplay on the same level, and I designed and implemented full gamepad control schemes for console play.

  • I designed and implemented level-specific mini-games and custom puzzle mechanics, adding variety while staying consistent with the core rotation-based gameplay.

  • I integrated cloud authentication and cloud save, and I implemented local save as an offline backup, ensuring progress persists without an internet connection.

  • I solved mobile multi-touch edge cases by introducing a timing-based gesture filter to prevent accidental rotation while preserving pinch-to-zoom.

  • I designed and implemented a hint system that reveals one undiscovered difference, helping players progress without trivializing puzzles.

  • I designed and implemented a collection system with hidden Easter eggs, daily rewards, and a dedicated collection panel to track unlocks.

  • I implemented UI/UX flows and built playable scenes using existing UI assets, focusing on interaction clarity and player experience.

  • I implemented online systems, including leaderboards, matchmaking, and lobby flow, enabling competitive and social play.

  • I implemented and configured in-app purchases (IAP) and rewarded/interstitial ads using Unity LevelPlay, including adding and configuring AdMob as a mediation network.

  • I tested and validated gameplay, online, save, and monetization systems across mobile, PC, and console builds.

​Platforms: App Store, Google Play, Steam, Xbox

Skill focus: Game Design, Gameplay Program

Overview

Project Date: April 2024 - May 2025

Read on for more details

Read on if you'd like to:​

  • See more details about my development process

Warning: text. Lots of it. :)

Gameplay & Puzzle Systems

I owned the core gameplay and puzzle systems for Arcadia: Cloudbound, building reusable rotation-based puzzles and multiple mini-games designed to be easy for the team to extend across levels.

  • Implemented the core “find 5 differences” puzzle system, using tagged objects so that when a difference is found on one side, the corresponding object on the other side is automatically marked as found.

  • Built the 360°  rotation system, allowing players to rotate 3D environments to discover differences from specific viewpoints.

  • Set up Level 1 as a reusable template, designing the puzzle structure so that other team members could easily duplicate scenes and swap models to create new levels without modifying core logic.

Before
After

Mini-Games & Special Levels

  • Tower Stacking Mini-Game

    • Designed a vertical stacking mechanic where players stack floors/rooms one layer at a time.

    • Implemented physics-based swinging using strings and angular constraints, creating more realistic and natural movement.

    • Spent additional time tuning physics parameters (mass, damping, gravity influence) to balance realism with playability.

  • Crossing Mini-Game

    • Implemented a row-based platform system, where moving platforms are grouped by rows.

    • Built a respawn and object pooling system for platforms to reduce instantiation overhead and improve runtime performance.

    • Tuned platform speed and spacing to maintain readability and fair challenge progression.

  • Space Shooter Mini-Game

    • Designed and implemented a spaceship combat mini-game focused on dodging obstacles and enemy attacks.

    • Built a three-phase encounter structure:

      • Basic enemies that attempt to collide with the player.

      • Stationary enemy ships that fire missiles.

      • A final boss encounter in the last stage.

    • Implemented spawn-point logic with:

      • Five fixed points on the left for small enemy ships and missile launch positions.

      • Five randomized points on the right for dynamic enemy spawns.

    • Tuned enemy behavior, spawn frequency, and difficulty across phases.

Tower Stacking Mini-Game
Crossing Mini-Game
Space Shooter Mini-Game

Online & Multiplayer

I implemented online and multiplayer systems using Unity services to support two-player sessions with real-time synchronization, consistent game state, and fair competitive results.

  • Implemented a Lobby + Room flow (Invite / Join) with a unique room number generated each session, allowing players to reliably connect to the same match.

  • Set up and configured Unity Lobby services, ensuring the host owns and maintains the lobby state so both players receive consistent updates.

  • Implemented host-authoritative match start, where only the host can press Start, guaranteeing both players begin the level at the same synchronized time.

  • Built real-time state synchronization so both players see the same UI and match state (room info, players in lobby, readiness/start state) as it updates.

  • Implemented match result reporting to ensure both players’ outcomes remain consistent and correctly reflected in leaderboards/rankings.

  • Tested multiplayer behavior across platforms and network conditions to verify stability, synchronization accuracy, and edge-case handling

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Invite/Join entry UI that routes players into a two-player lobby session.

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Join flow where the player enters the received room number and connects to the lobby in real time.

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Host creates a lobby and shares a unique room number generated per session.

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Synchronized match results screen showing consistent rankings across both players after a multiplayer session.

 Collections

I designed progression systems that reward exploration and persistence without introducing pressure or failure states.​

  • Built a collection system featuring hidden Easter eggs embedded in select levels.

  • Implemented daily rewards that unlock collectibles and feed into the collection system.

  • Built a collection panel to track unlocks and progress.

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ScriptableObject-based collection unlock data used to control unlock probability, progression order, and final rewards.

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A hidden Easter egg is embedded directly into a playable level.

Did you spot it? :)

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Collection displaying unlocked collectibles earned through exploration and daily rewards.

Save Systems & Authentication

I owned the save and identity pipeline to ensure player progress is reliable both online and offline across mobile, PC, and console platforms.

  • Integrated platform authentication (Steam, Xbox, Google, Apple) to identify players consistently across devices and sessions.

  • Retrieved player display names/gamer tags from authenticated profiles and applied a name validation filter to block inappropriate names before showing them in-game (lobbies/leaderboards).

  • Integrated cloud save to persist player progress and unlock data across sessions and devices.

  • Implemented a local save fallback so progress is preserved when no internet connection is available.

  • Designed synchronization logic to safely reconcile local vs cloud data after reconnecting online.

  • Validated save and authentication behavior across mobile, PC, and console builds.

image.png

Unity Gaming Services Cloud Save showing persisted player data (rank, unlocked levels, VIP status) tied to authenticated player identity

Input & Controls

I designed and implemented a unified input system for mobile, PC, and console, and I adapted 10 mini-games to play naturally with controllers on Steam and Xbox.

  • Implemented cross-platform input handling for touch, mouse/keyboard, and gamepad (Steam & Xbox), keeping core gameplay consistent across platforms.

  • Migrated and tuned all mini-games for console play, converting touch-driven interactions into controller-friendly controls (navigation, selection, confirm/cancel, and camera/aim where needed).

  • Redesigned controls and interaction flow for mini-games that didn’t translate directly from touch to gamepad, adjusting input rules and UX pacing to feel natural on console.

  • Standardized input across scenes by building reusable input hooks so gameplay systems can read actions (move/rotate/confirm/back) without duplicating platform-specific logic.

  • Solved mobile multi-touch conflicts using a timing-based gesture filter to distinguish accidental touches from intentional rotation and zoom.

  • Tested and validated controls across devices, screen sizes, and platforms to ensure responsiveness and accessibility.

Monetization

I implemented and configured monetization systems with a focus on modularity and non-intrusive player experience.

  • Implemented in-app purchases (IAP) end-to-end, including service setup, UI flow, entitlement handling, and testing.

  • Integrated Unity LevelPlay for rewarded and banner ads.

  • Added and configured AdMob as an additional mediation network, validating behavior across test environments.

Publishing & Community

I handled publishing, promotion, and community-facing efforts to validate the game with real players.

  • Managed publishing and release operations, including Steam store setup.

  • Participated in Steam Next Fest and Hidden Object Fest.

  • Attended local game events to demo the game, collect in-person feedback, and promote the project. So much fun ^v^

  • Iterated on gameplay and UX based on real player feedback.

  • Achieved 250 Steam wishlists within two weeks of release! A big step for us ;)

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