Game
Technical task Stage 3
The pollution scale changes the logic: a zero indicator means perfect cleanliness of the park.
At high pollution levels, the spawning of new dogs is blocked.
The pollution limit is significantly increased to create a relaxed gameplay and minimize the game-ending window.
Holding the target button on the dog model activates the petting process.
The petting process is accompanied by continuous generation of heart particles.
For each petting, 1 point is awarded.
Cleaning one pollution awards 10 points.
Starting an event requires 10 points.
Event visualization: basic 3D models of food and toys fall from the sky.
This mechanic is entirely based on the existing pool of falling objects to maintain high performance.
Starting an event requires 50 points.
Activation redirects all dogs to the central fountain.
Bathing is displayed through the cyclical spawning of soap bubbles around the models.
After the bathing timer ends, the dogs automatically return to patrolling.
Client's review of cooperation with Oleksii Harmashov
GameEverything is fine, let's continue working!
Freelancer's review of cooperation with Kiril Sharkov
GameVery pleasant client. Well-defined technical assignment, we will continue to collaborate.
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15 days3000 USD
12784 4 2 15 days3000 USDDear Kiril,
I am submitting Technical Task – Stage 3, implemented in Unity with a mobile-first approach. The feature set is built using standard Unity workflows based on MonoBehaviour lifecycle, lightweight state machines, and timer-driven logic rather than per-frame polling.
Core systems (pollution, spawning, scoring) are integrated directly into existing Unity components to avoid additional managers. Dog spawning checks pollution state at spawn time, with an increased pollution cap to reduce fail states. Player interaction uses hold-based input processed in Update, while petting, scoring, and feedback are handled via timers and looping Unity Particle Systems to prevent allocations.
Events are implemented as score-threshold checks and reuse an existing object pooling framework for falling food and toy prefabs. Dog movement is redirected using existing navigation logic (NavMesh/agent target switching). Bathing is a timed state using pooled soap bubble particle systems, after which dogs automatically return to patrol.
The implementation relies on Unity object pooling, simple FSMs, coroutines/timers, and prefab reuse, ensuring stable performance and scalability on mobile devices.
…
Best regards,
Jeo Vincent Carretas
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Winning proposal10 days200 USD
2148 14 0 1 Winning proposal10 days200 USDWe continue the project on game development. Stage 3, I expect confirmation and we continue working.
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