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Arcadia: Cloudbound 

Game designer |Gameplay Programmer
Genre:

Casual | Puzzle | Hidden Objects | 3D

Arcadia: Cloudbound is a cozy 3D find-the-difference game where rotating the models reveals hidden differences.​​​

Contributions:

  • Designed and implemented the core 360° rotation system, level-specific mini-games, custom puzzle mechanics, and hint system for 3D find-the-difference gameplay.

  • Designed collection and retention systems, including hidden Easter eggs, daily rewards, and a collection panel to track unlocks.

  • Designed and tuned cross-platform controls for touch, mouse/keyboard, and gamepad across mobile, Steam PC, and Xbox.

  • Implemented multiplayer and online systems, including two-player co-op, leaderboards, matchmaking, lobby flow, Steam support, and Xbox support.

  • Integrated cloud authentication, cloud save, and local offline save backup to keep player progress persistent.

  • Solved mobile multi-touch issues with a timing-based gesture filter to prevent accidental rotation while preserving pinch-to-zoom.

  • Implemented UI/UX flows, playable scenes, IAP, rewarded/interstitial ads, Unity LevelPlay, and AdMob mediation.

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

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, including the first playable prototype level that later became the reusable template for the rest of the game.

  • Prototyped Level 1 as the main gameplay template, establishing the puzzle structure, scene setup, and player flow used across later levels.

  • Implemented the core “find 5 differences” puzzle system using tagged object pairs, so finding a difference on one side automatically marked the matching object on the other side.

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

  • Designed the level structure so other team members could duplicate scenes, swap models, and create new levels without changing 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.

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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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