Skip to main content
gialarconv Now playing Vortex Quest
Live Aug 2026 – Present

Vortex Quest

Took a studio web prototype to a live Google Play game: a 101-level campaign, cloud save and a global leaderboard, and a release pipeline with thousands of tests behind every build.

Key art Interim art · captures to follow
Vortex Quest key art: a purple vortex pulling blocky villagers, crates and barrels into the ground in front of a voxel castle and village

Results

Campaign
101 levels
A tutorial plus 4 worlds of 25 levels
Android bundle
135 → 80 MB
ASTC texture work
Automated tests
~5,600
EditMode tests, plus about 60 PlayMode tests
My share of commits
~74%
Aug – Oct 2026

A hole-eats-the-world casual mobile game in Unity 6 (URP, portrait), live on Google Play with iOS in TestFlight. It started as a studio web prototype; with a small team I turned it into a mobile game with a 101-level campaign, live services and a gated release pipeline.

Took the studio's web prototype to a live mobile game with a small team: engine, gameplay, live services and the release pipeline, about three quarters of the commits.

Overview

Vortex Quest is a casual mobile game where the player steers a hole that swallows the world around it, growing as it eats. It is built in Unity 6 with URP for portrait phones.

The game started as one of the studio’s web prototypes. I took it to a mobile game: a full campaign, rival bots, live services and the release pipeline that gets each build onto Google Play. Art and UI came from the rest of a small team.

Campaign

The 101 levels are composed with LevelForge, a procedural level generator, from a tagged asset ledger. Each level’s clock is derived from the time of its perfect route, and a balance pass tuned the curve across the tutorial and the four worlds.

Shipping

Every release is stamped, logged and passes an AAB inspection gate before it goes up. Texture work with ASTC took the Android bundle from 135 MB to 80 MB. The game is live on Google Play, with iOS in TestFlight.

What I owned

Gameplay & Content

  • 101-level campaign composed with LevelForge, a procedural level generator, from a tagged asset ledger.
  • A per-level clock derived from the perfect-route time, plus a balance pass across the campaign.
  • Rival bots, power-ups and haptics.
  • A 14-skin pack with its shader and VFX work.

Live Services

  • Unity Gaming Services login, a cloud-save wallet and a global leaderboard.

Release & Performance

  • Release pipeline: build stamping, a release log and an AAB inspection gate before upload.
  • Google Play signing, upload and internal testing; iOS builds to TestFlight.
  • ASTC texture work that took the bundle from 135 MB to 80 MB.

Quality

  • About 5,600 EditMode and 60 PlayMode tests.

Hiring for a senior Unity role?

Open to senior remote roles & contracts. Chile time (UTC−4 / UTC−3), working remotely.