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Viral Annihilation
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Genre / Platform
Physics-Based Arcade | Android (Mobile)
Engine & Language
Unity 6 | C#
Role
Sole Developer (Programming, Design, & Publishing)
Key Systems Built
Emergent Physics Loop, Strategic Obstacle Framework, Retention-Focused Monetization
A highly replayable, pixel art mobile game was developed for Android, built from the ground up in Unity 6 using C#. The project's core focus was creating a dynamic, physics-based experience while integrating key mobile services. Its gameplay features a physics-driven loop where players navigate each level trying to "nuke" the viral invasion. I implemented a system for variable obstacles, inspired by Angry Birds, which are used to either hinder or assist in the destruction of the viruses. To power this, I leveraged the Unity 6 physics engine to manage all dynamic object interactions, collisions, and trajectory calculations. Finally, I integrated a rewarded video ad service to grant players in-game benefits, driving retention and monetization.
The project is in the process of being published, currently going through the testing phase for its future release on the Google Play Store.
Strategic Obstacle Framework: Developed a library of variable environment objects inspired by Angry Birds. These objects serve as both hazards and tools, forcing players to think critically about the environment to maximize destruction.
Retention-Focused Monetization: Architected an asynchronous rewarded video ad system. This grants players meaningful in-game benefits, boosting session length and player retention without interrupting the core gameplay flow.

















