Bus Escape: Car Parking Jam - iOS/Android Game
The task was to create a Car Jam clone for iOS.
I managed the full project cycle: scoped the work, estimated budget and deadlines, assembled and led a team (2D/3D artists, motion designer).
Key responsibilities:
Task setting and workflow supervision for art and animation.
In-depth analysis of the original game to accurately replicate mechanics.
Visual setup: shaders, materials, overall style.
Project architecture and gameplay systems development.
UI layout from Figma, integration of animated 2D elements and videos.
Sound search and integration, creation and implementation of VFX and haptic feedback.
Collaboration with product manager on ad creatives (Unity part only).
Full level design (100 levels).
Manual gameplay testing.
SDK integration: Appsflyer, FBSDK, ApplovinMax, RevenueCat.
In-app purchases: instant and subscription models.
Initially developed for Android and iOS, but focused solely on iOS after early testing.
Proposed and implemented the use of pre-rendered environments to optimize performance, managing an external art team.
Full publishing process on App Store handled by me.
I managed the full project cycle: scoped the work, estimated budget and deadlines, assembled and led a team (2D/3D artists, motion designer).
Key responsibilities:
Task setting and workflow supervision for art and animation.
In-depth analysis of the original game to accurately replicate mechanics.
Visual setup: shaders, materials, overall style.
Project architecture and gameplay systems development.
UI layout from Figma, integration of animated 2D elements and videos.
Sound search and integration, creation and implementation of VFX and haptic feedback.
Collaboration with product manager on ad creatives (Unity part only).
Full level design (100 levels).
Manual gameplay testing.
SDK integration: Appsflyer, FBSDK, ApplovinMax, RevenueCat.
In-app purchases: instant and subscription models.
Initially developed for Android and iOS, but focused solely on iOS after early testing.
Proposed and implemented the use of pre-rendered environments to optimize performance, managing an external art team.
Full publishing process on App Store handled by me.