Current Project - Survivors TD
Game designer |Gameplay Programmer |Platform & Monetization Integration
Genre:
Survivors | Tower Defense | Rougelike |Strategy
Survivors TD is a roguelike defense game where you protect the Donut from monsters through smart build decisions—no two runs are the same.​
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Contributions:
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I was responsible for the mini-game scene, implemented the inventory, farm, shop, and economy loop, connecting timed harvesting and randomized drops to crafting and selling decisions. I also built a separate rotating shop system with limited items and a resale flow that lets players convert extra goods into coins.
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I owned the game’s monetization integrations, implementing Unity IAP end-to-end and setting up Unity LevelPlay, including placement configuration and validation in test builds.
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I led systematic QA by stress-testing gameplay loops and edge cases across different player behaviors to reproduce bugs and verify fixes. I also validated English/Chinese localization to ensure UI and gameplay text remained consistent.
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I produced the project’s marketing gameplay content, cutting and editing videos for social media; the gameplay/demo video featured on this page was edited and created by me.
​Platforms: App Store, Google Play, Steam, Xbox
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Skill focus: Gameplay systems, UI/UX, Monetization & platform integration
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Overview
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. :)
Mini-Game Scene: Farm, Inventory & Shop Loop
I owned a separate scene that runs the farm, donut selling mini-game, and shop interactions. The goal of the design was to create a strategy-driven loop where player resource decisions matter and feed back into progression.
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Implemented the farm interaction loop (land selection → seed choice → grow/harvest), including an ad-based speed-up option and randomized harvest rewards that feed into the ingredient inventory.
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Built the inventory system with item types, stack counts, and PlayerPrefs save/load, ensuring quantities stay correct across harvesting, buying/selling, and product selection.
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Implemented the Donut Shop mini-game flow (product list setup based on available ingredients → start button → timed selling session), linking inventory consumption to the player’s chosen products.
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Built the separate rotating shop system with a random stock pool, limited items, timed refresh, and buy/sell tabs that convert extra items into coins.
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Created script-driven, easily editable product configuration (public lists in scripts) so recipes/content can be adjusted without rewriting gameplay code.

Marketing & Content
Gameplay demo (vertical)
I produced the gameplay content used to share progress and collect feedback.
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Social: TikTok • Instagram • YouTube • X/Twitter • Facebook
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Edited gameplay clips for demo updates and social media posts (short-form cuts and iterations).
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Designed promotional posters/visuals for milestones and announcements; since our team didn’t have a dedicated artist, I used Gemini Nano Banana to create concept variations and produce marketing-ready assets.
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Produced and edited the main gameplay/demo video featured on this page using CapCut, Audacity, and AI voice tools.
Poster (horizontal / banner)


Poster (vertical)


Monetization Integration
I implemented the monetization pipeline from service setup to in-game UI, and built it in a way that other teammates can easily plug into their features (purchasable items and rewarded ads).
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Integrated Unity IAP end-to-end (service configuration, purchase UI flow, entitlement handling, and purchase testing).
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Configured Unity LevelPlay (ads only), setting up placements/parameters, and validating ad behavior across test environments.
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Exposed simple integration hooks/APIs so teammates can trigger “buy this” or “watch ad for reward” without duplicating monetization logic.
Unity Inspector (IAP Manager)

Player-facing store UI


Unity Inspector (IAPManager): buttons are wired in the editor so teammates can add purchasables without changing UI code.
In-game store screen showing purchasable packs and rewarded ad options.
QA & Localization
I took responsibility for overall quality by testing the entire game end-to-end, including the battle tower defense mode, pushing edge cases, and confirming fixes across full gameplay loops.
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Stress-tested interactions across systems (farm, inventory, shop, mini-game, tower defense battles, and monetization triggers) to reproduce bugs and verify fixes.
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Validated English/Chinese localization, checking UI text, layout, and gameplay messaging consistency across languages.
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Improved scene transitions to reduce hitching and re-validated stability after changes.










