Oleksandr Tokarev

Gameplay systems case study · Unity 6 · Mobile

Last Seed Survivor

A mobile 2D auto-shooter/survival project focused on scalable gameplay systems: projectile combat, data-driven rewards, runtime modifiers, object pooling, segmented enemies, responsive portrait UI, and deterministic balance tooling.

  • Closed testing completed
  • Android release preparation
  • Unity 6
  • C#
  • ScriptableObjects
  • Physics2D
  • Object Pooling
  • Balance Tools
4Kdeterministic battles executed per balance-test cycle
4player-behavior scenarios with 1,000 battles each
0combat-logic failures detected in repeated runs
1-clickrepeatable balance validation from editor tooling

Systems engineering case

Scalable gameplay instead of prototype coupling

The project separates data, runtime systems, presentation, bootstrap, pooling, enemy behavior, and balance validation so each can evolve without turning the scene into a dependency hub.

Challenge

Expandable mobile survival combat

Combat, rewards, player scaling, enemy pressure, UI, and balance had to support iteration without accumulating one-off scene logic or repeated runtime lookup.

Architecture

Data, runtime, and views separated

ScriptableObject definitions drive rewards and configuration. Runtime services own selection and application, while UI binds to results instead of containing gameplay decisions.

Performance

Pool frequent runtime entities

Projectiles and segmented enemy elements use pooling and cached references to reduce instantiation churn, repeated component access, and avoidable garbage collection pressure.

Validation

Deterministic balance tooling

A one-click test executes 4,000 battles across four player-behavior scenarios. Repeated runs detected zero combat-logic failures and provide reproducible balance evidence.

Data
ScriptableObjects · balance
Runtime
Combat · modifiers · rewards
Presentation
UGUI · feedback · binding
Tools
Simulation · validation

Implementation evidence

Systems delivered

Gameplay systems

  • Projectile combat, Acacia Thorn weapon, runtime stat modifiers, and upgrade flow.
  • Segmented enemy behavior, health scaling, movement pressure, damage states, and pooled lifecycle.
  • Portrait mobile gameplay, Input System flow, reward selection, rarity, and player feedback.

Architecture and tooling

  • ScriptableObject-driven reward definitions with services for selection and application.
  • Bootstrap-owned dependencies, cached references, pooling, and UI binding with clear responsibility boundaries.
  • Deterministic simulation tooling for repeatable DPS-aware balance validation.

More selected work

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