Built From Scratch
Challenge
One of the core challenges was to design and implement all swipe and touch interactions manually, as no external libraries were allowed. Additionally, the game needed to be scalable—what began with a simple cube would eventually expand to support multiple 3D figures, each with different interaction behaviors and decision logic.
Key technical challenges included:
- Creating a robust swipe detection system that felt responsive and natural on touch devices.
- Rotating 3D figures (starting with a cube) in response to swipe inputs, while maintaining orientation and state.
- Building a system that could support dynamic figure expansion, allowing more complex shapes or structures to be introduced later in development.
- Designing a modular logic system so that each face of a cube (or figure) could present unique decision prompts and track different game outcomes.
Solution
To meet these goals, I focused on building a lightweight, fully custom system that prioritized responsiveness and extensibility:
- Swipe & Touch Input System
- Developed a custom swipe detection logic using low-level touch input events, avoiding any Unity-provided gesture libraries.
- Implemented swipe direction recognition with dynamic thresholds to differentiate between left, right, and accidental gestures.
- Linked swipe input to smooth 3D cube rotations, giving users a tactile and visually responsive interaction experience.
- Modular Cube Architecture
- Designed the cube as a modular figure, with each face linked to text prompts, decision outcomes, and logic paths.
- Built the system with scalability in mind—allowing for future figures beyond the cube, such as prisms, pyramids, or more abstract geometries.
- Created a data-driven system for face content, enabling easy updates or additions to the game's logic and narrative elements.
- UI/UX Enhancements
- Focused on clean, intuitive UI design, making interactions feel immediate and satisfying.
- Built a system for feedback animations (e.g., subtle bounce, glow on selection) to reinforce user actions.
- Implemented difficulty scaling mechanics, such as time pressure, trick prompts, and increasingly complex figure rotation patterns.
Result
The final product was a highly responsive, minimalistic swipe-based game that delivered a polished user experience without relying on external tools or assets. The gameplay was designed to scale in difficulty, starting from simple decisions on a cube and evolving into a more challenging, layered experience with additional figures and logic systems.
This project showcased a strong focus on custom interaction systems, modular design, and UX-first development, delivering a foundation that could continue evolving long after launch.