Adknown is primarily an advertising agency, but boasted a small video game division while I worked there.
Each game was budded from a baseline template - a Unity project with singletons to manage save data, ad hookups, basic UI screen switching, a small library of randomizer methods, and branded content. Basic games followed these steps:
Any number of those days could extend into the next. Further, the expectations for the quality of game ideas, the polish of the visuals, and the complexity of the progression would rise as the months went on. It's to be expected.
That said, I pushed myself to focus on progression systems and dynamic gameplay without sacrificing visual/audio fidelity.
Working at a breakneck pace means compromises on content. The best developers focus on making compromises purposely.
This is a shortlist of games I still find compelling as a portfolio piece.
I pushed for unique genres and dynamic progression systems as a point of pride. Each game used a UI template (handling basic api calls such as managing save data or switching to a shop screen). The expectation was game design, progression, content, and publication were to be handled by us (ie. 4 developers, making one game each). In practice, even the art and audio had to be created and heavily modified to work in this context. Games had to be published to both storefronts within the ten business days. There were restrictions about making games unique from each other while all being sufficiently "action oriented". Beyond these rules, I pushed for unique genres and dynamic progression systems as a point of pride.
| Thumbnail | Name | Notes |
|---|---|---|
| Song Pong |
|
|
| Bullet Cavern |
|
|
| Lets Get Kraken |
|
|
| XIQ |
|
|
| Ghost Doggo Graveyard |
|
|
| Kawaii Claw Machine |
|
|
| Nicer Slicer |
|
|
| Spin Board |
|
|
| Aces Fly |
|