Bowling Fury

Bowling Fury is a competitive and fast paced mobile bowling game with over 500K installs and 4.6 average rating on app stores.

Portfolio Image
C# Unity VIPER TeamCity GCP
Shipped Title Unity
July 2024
Miniclip

Bowling Mobile Game

Contibuted as a Junior Software Developer. I was involved in numerous core metafeatures including components, achievements and player inventory.

The game has a loot boxing feature to unlock new bowling balls through components. My implementation involved creating a system to manage the loot boxes and their contents, including the logic for opening boxes and distributing rewards. It touched many parts of the codebase ranging from animation, UI and data retrieval in the client to services, unit tests, config and player data in the cloud. The components are an important monetisation feature used by thousands of daily players.

Achievements are another way to reward players for completing specific tasks or milestones in the game. I implemented a system to define, track, and award achievements based on player actions and progress. This involved integrating with the game's backend services, managing achievement data, and updating the UI to display unlocked achievements. As a result, the achivements feature extented the title's longevity and provided players the impetus to do more.

The player inventory system allows players to manage their collected bowling balls, view their components and create new bowling balls through the use of blueprints. My implementation involved creating a UI for displaying and managing inventory items, integrating with the game's backend services to store and retrieve player data, and implementing logic for adding and removing items from the inventory. This feature was crucial for providing players with a sense of progression and ownership over their in-game assets.

The game's UX involved many dialog systems to guide players through the game and provide feedback on their actions. Examples included currency rewards, settings menu, profile menu, last minute reminder dialogs. Any sort of UI interaction was handled through these dialog systems. They were implemented by applying a version of the MVC pattern to keep the code clean and maintainable.

My role involved troubleshooting and fixing bugs in the game's systems, ensuring smooth gameplay and addressing any issues that arose during development and testing phases.

Key Contributions

  • Loot boxes
  • Achievements
  • Settings menu
  • Stars and Strikes mode
  • Gear screen
  • Last minute reminder dialogs