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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:

  • 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.

  • 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.

  • 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.

  • 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:​

  • 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.

  • 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.

  • Built the inventory system with item types, stack counts, and PlayerPrefs save/load, ensuring quantities stay correct across harvesting, buying/selling, and product selection.

  • 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.

  • 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.

  • 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: TikTokInstagram • YouTube  • X/Twitter • Facebook

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  • Edited gameplay clips for demo updates and social media posts (short-form cuts and iterations).

  • 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.

  • Produced and edited the main gameplay/demo video featured on this page using CapCut, Audacity, and AI voice tools.

Poster (horizontal / banner)
TD Poster.png
unnamed-Photoroom.png
Poster (vertical)
vertical poster_NO_LOGO_edited.jpg
unnamed-Photoroom.png

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).

  • Integrated Unity IAP end-to-end (service configuration, purchase UI flow, entitlement handling, and purchase testing).

  • Configured Unity LevelPlay (ads only), setting up placements/parameters, and validating ad behavior across test environments.

  • 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
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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.

  • Stress-tested interactions across systems (farm, inventory, shop, mini-game, tower defense battles, and monetization triggers) to reproduce bugs and verify fixes.

  • Validated English/Chinese localization, checking UI text, layout, and gameplay messaging consistency across languages.

  • Improved scene transitions to reduce hitching and re-validated stability after changes.

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