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Wall Smash

Wall Smash is a vertical arcade-style breaker where players launch orbs to destroy gem formations hidden deep in underground mines. Built in Unity, the project focused on responsive physics interactions, scalable level data structures, and a scoring system designed for short, repeatable gameplay sessions.

RoleUnity Developer – Full Gameplay Implementation
Timeline6 weeks
CategoryGame Systems
UnityC#Mobile Games

Problem

Arcade breaker games rely heavily on satisfying physics interactions and level variety. The project required creating a system capable of supporting many unique gem formations while keeping gameplay smooth and responsive on mobile devices.

Constraints

  • Solo Unity implementation based on a predefined game design document
  • Levels required unique gem formations without building separate scenes for each stage
  • Physics interactions needed to remain stable when multiple collisions occurred simultaneously
  • Mobile performance had to remain consistent across a wide range of devices

Approach

01

Physics-Based Orb System

Implemented orb launching and collision systems using Unity physics, ensuring consistent bounce behavior across different gem materials and formations.

02

Pattern-Based Level Architecture

Levels were built using structured pattern data that defines gem placement and materials, allowing complex formations to be created without manual scene duplication.

03

Score and Star Rating Logic

Designed a scoring system that evaluates player performance and awards stars based on destruction efficiency and completion speed.

04

Rewarded Ad Integration

Integrated rewarded ads allowing players to gain small gameplay advantages or currency boosts without disrupting the core gameplay loop.

Implementation Highlights

  • Gem Formation Level System

    Built a pattern-driven level framework that allows gem walls to be defined through structured data, making it possible to create many unique formations efficiently.

  • Precision Physics Gameplay

    Implemented stable collision behavior for fast-moving orbs interacting with multiple destructible objects, ensuring satisfying and predictable gameplay.

  • Performance Optimization for Mobile

    Optimized collision checks and rendering to keep gameplay smooth even when multiple objects are active on screen.

Screens

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Results

Multiple Formation Patterns

Level Content

Implemented a scalable level structure allowing different gem wall configurations without duplicating scenes.

Mobile Optimized

Performance

Maintained smooth gameplay performance across mobile devices despite multiple simultaneous collisions.

Rewarded Ads

Monetization

Integrated rewarded video ads to provide optional gameplay boosts while preserving the core arcade experience.

Next Steps

Future improvements could include additional gem types, new environmental themes, and challenge modes to extend replayability.

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