Fortified
Fortified
Fortified
Fortified is a strategy game where players defend their base from waves of enemies by placing and upgrading towers. The project combines accessible touch controls with meaningful strategic depth, inspired by classics like Bloons TD.
Fortified is a strategy game where players defend their base from waves of enemies by placing and upgrading towers. The project combines accessible touch controls with meaningful strategic depth, inspired by classics like Bloons TD.
Fortified is a strategy game where players defend their base from waves of enemies by placing and upgrading towers. The project combines accessible touch controls with meaningful strategic depth, inspired by classics like Bloons TD.
Genre & Platform
Strategy/Tower Defense | Mobile (iOS and Android)
Strategy/Tower Defense | Mobile (iOS and Android)
Strategy/Tower Defense | Mobile (iOS and Android)
Tools
Unity 2022 LTS, C#, Unity NavMesh, TextMesh Pro, Kenney Tower Defense Kit
Unity 2022 LTS, C#, Unity NavMesh, TextMesh Pro, Kenney Tower Defense Kit
Unity 2022 LTS, C#, Unity NavMesh, TextMesh Pro, Kenney Tower Defense Kit
Role
Game Developer, Game Designer, Level Designer
Game Developer, Game Designer, Level Designer
Game Developer, Game Designer, Level Designer
Gameplay Features
Gameplay Features
Gameplay Features
Tower Placement
Drag-and-drop system optimized for mobile
Tower Placement
Drag-and-drop system optimized for mobile
Tower Placement
Drag-and-drop system optimized for mobile
Tower Types
Turrets (rapid fire), cannons (AoE), ballistae (long range)
Tower Types
Turrets (rapid fire), cannons (AoE), ballistae (long range)
Tower Types
Turrets (rapid fire), cannons (AoE), ballistae (long range)
Enemy Variety
Fast, tank, boss enemies with unique stats & abilities
Enemy Variety
Fast, tank, boss enemies with unique stats & abilities
Enemy Variety
Fast, tank, boss enemies with unique stats & abilities
Progression
Wave-based difficulty scaling, resource management, upgrades
Progression
Wave-based difficulty scaling, resource management, upgrades
Progression
Wave-based difficulty scaling, resource management, upgrades
Session Length
10–20 minutes per level for mobile-friendly play
Session Length
10–20 minutes per level for mobile-friendly play
Session Length
10–20 minutes per level for mobile-friendly play
Development Highlights
Built modular architecture (GameController, GridController, TileController)
Designed a robust validation system for grid-based word puzzles
Optimized UI for mobile touch interactions and different aspect ratios
Added persistent storage for best times and progress
Built modular architecture (GameController, GridController, TileController)
Designed a robust validation system for grid-based word puzzles
Optimized UI for mobile touch interactions and different aspect ratios
Added persistent storage for best times and progress
Built modular architecture (GameController, GridController, TileController)
Designed a robust validation system for grid-based word puzzles
Optimized UI for mobile touch interactions and different aspect ratios
Added persistent storage for best times and progress
Results & Learnings
Smooth 60fps gameplay across devices
Polished UI/UX with color-coded tiles and responsive layouts
Learned advanced grid validation logic and Unity’s Input System
Identified growth areas: more levels, retention mechanics, and audio polish
Smooth 60fps gameplay across devices
Polished UI/UX with color-coded tiles and responsive layouts
Learned advanced grid validation logic and Unity’s Input System
Identified growth areas: more levels, retention mechanics, and audio polish
Smooth 60fps gameplay across devices
Polished UI/UX with color-coded tiles and responsive layouts
Learned advanced grid validation logic and Unity’s Input System
Identified growth areas: more levels, retention mechanics, and audio polish
Takeaways
Word Frame demonstrates my ability to design puzzle mechanics, implement complex validation systems, and optimize for mobile UX. It reflects both technical depth and user-focused design.
Word Frame demonstrates my ability to design puzzle mechanics, implement complex validation systems, and optimize for mobile UX. It reflects both technical depth and user-focused design.
Word Frame demonstrates my ability to design puzzle mechanics, implement complex validation systems, and optimize for mobile UX. It reflects both technical depth and user-focused design.
Development Highlights
Implemented NavMesh pathfinding for dynamic enemy routing
Built intelligent tower targeting (distance, health, threat-based priorities)
Designed modular systems for spawning, upgrades, and wave management
Created touch-optimized UI/UX with resource display, wave info, and minimap
Used object pooling to optimize performance with many enemies/projectiles
Results & Learnings
Achieved smooth, clear gameplay with strong strategic depth
Gained expertise in AI, pathfinding, and resource systems
Learned to balance accessibility with tactical complexity
Future improvements: new towers, audio polish, abilities, campaign mode
Takeaways
Fortified showcases my ability to design and implement complex interconnected systems—from AI navigation to tower mechanics—while keeping gameplay intuitive and fun on mobile.