Stack & Ship
Stack & Ship
Stack & Ship
Stack & Ship is a mobile merge-based game, drawing inspiration from popular titles like *Merge Dragons* and *Merge Mansion*. Players engage in a grid-based system where they strategically merge various items to create higher-level items. The core gameplay loop revolves around fulfilling diverse orders, managing in-game currency and energy, and progressing through a series of challenging levels. The design emphasizes a satisfying progression system and strategic decision-making, offering a rich and engaging experience for casual mobile gamers.
Stack & Ship is a mobile merge-based game, drawing inspiration from popular titles like *Merge Dragons* and *Merge Mansion*. Players engage in a grid-based system where they strategically merge various items to create higher-level items. The core gameplay loop revolves around fulfilling diverse orders, managing in-game currency and energy, and progressing through a series of challenging levels. The design emphasizes a satisfying progression system and strategic decision-making, offering a rich and engaging experience for casual mobile gamers.
Stack & Ship is a mobile merge-based game, drawing inspiration from popular titles like *Merge Dragons* and *Merge Mansion*. Players engage in a grid-based system where they strategically merge various items to create higher-level items. The core gameplay loop revolves around fulfilling diverse orders, managing in-game currency and energy, and progressing through a series of challenging levels. The design emphasizes a satisfying progression system and strategic decision-making, offering a rich and engaging experience for casual mobile gamers.
Genre & Platform
Merge Puzzle, Casual Simulation | Mobile (iOS and Android)
Merge Puzzle, Casual Simulation | Mobile (iOS and Android)
Merge Puzzle, Casual Simulation | Mobile (iOS and Android)
Tools
C#, Unity, ScriptableObjects, Prefabs, Custom UI, TextMeshPro
C#, Unity, ScriptableObjects, Prefabs, Custom UI, TextMeshPro
C#, Unity, ScriptableObjects, Prefabs, Custom UI, TextMeshPro
Role
Game Developer, Software Engineer
Game Developer, Software Engineer
Game Developer, Software Engineer
Gameplay Features
Gameplay Features
Gameplay Features
Grid-Based Merging
Players strategically place and merge items on an 8x8 grid to create higher-level items through intuitive drag-and-drop mechanics
Grid-Based Merging
Players strategically place and merge items on an 8x8 grid to create higher-level items through intuitive drag-and-drop mechanics
Grid-Based Merging
Players strategically place and merge items on an 8x8 grid to create higher-level items through intuitive drag-and-drop mechanics
Order System
Fulfill character orders by collecting and merging required items, with up to 3 active orders simultaneously. Each completed order rewards coins and features smooth animated item collection
Order System
Fulfill character orders by collecting and merging required items, with up to 3 active orders simultaneously. Each completed order rewards coins and features smooth animated item collection
Order System
Fulfill character orders by collecting and merging required items, with up to 3 active orders simultaneously. Each completed order rewards coins and features smooth animated item collection
Producer System
Manage energy-consuming producers (levels 4-5) that generate items with capacity limits and recharge timers, requiring strategic resource management
Producer System
Manage energy-consuming producers (levels 4-5) that generate items with capacity limits and recharge timers, requiring strategic resource management
Producer System
Manage energy-consuming producers (levels 4-5) that generate items with capacity limits and recharge timers, requiring strategic resource management
Multi-Item Progression
Five distinct item types with varying progression depths: Produced Items (5 levels), Energy Items (3 levels), Coin Items (3 levels), Producers (5 levels, only levels 4-5 can produce), and Chests (3 levels), creating deep merge mechanics
Multi-Item Progression
Five distinct item types with varying progression depths: Produced Items (5 levels), Energy Items (3 levels), Coin Items (3 levels), Producers (5 levels, only levels 4-5 can produce), and Chests (3 levels), creating deep merge mechanics
Multi-Item Progression
Five distinct item types with varying progression depths: Produced Items (5 levels), Energy Items (3 levels), Coin Items (3 levels), Producers (5 levels, only levels 4-5 can produce), and Chests (3 levels), creating deep merge mechanics
Resource Management
Balance energy (auto-recharging every 60 seconds) and coins while optimizing production efficiency and order completion timing
Resource Management
Balance energy (auto-recharging every 60 seconds) and coins while optimizing production efficiency and order completion timing
Resource Management
Balance energy (auto-recharging every 60 seconds) and coins while optimizing production efficiency and order completion timing
Interactive UI
Real-time information panel displays item details, production status, capacity, and timers. Visual selection frames and order completion indicators provide clear feedback
Interactive UI
Real-time information panel displays item details, production status, capacity, and timers. Visual selection frames and order completion indicators provide clear feedback
Interactive UI
Real-time information panel displays item details, production status, capacity, and timers. Visual selection frames and order completion indicators provide clear feedback
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 with namespace-separated systems (MergeGame.Core, MergeGame.Items, MergeGame.Producers, MergeGame.Orders, MergeGame.Energy, MergeGame.Currency, MergeGame.Chests, MergeGame.UI, MergeGame.Effects) for clean separation of concerns.
Designed event-driven system using C# actions for loose coupling between game systems, enabling easy extensibility and maintainability.
Implemented advanced merge mechanics with validation logic for item compatibility, drag-and-drop collision detection, and smart item placement on grid cells.
Created ScriptableObject-based data system for all game content (items, producers, orders, characters), enabling designer-friendly workflows and easy content expansion.
Developed animated order completion system with bezier curve item flight animations (1-second duration with arc motion), smooth slot disappearing effects (0.6-second fade/scale), and coordinated multi-item animations that play simultaneously.
Built production system with energy costs per tap, capacity management (10-item default capacity), recharge timers (10-second default), and intelligent nearest-empty-cell spawning algorithms using distance calculations.
Crafted responsive Unity UI with drag-and-drop input handling via Unity's EventSystem (IBeginDragHandler, IDragHandler, IEndDragHandler), real-time visual feedback with selection frames and glow effects, selection management for all item types, and mobile-optimized touch controls with double-tap interactions.
Optimized grid management with efficient cell occupancy tracking, world-to-grid position conversion, and item movement validation.
Built modular architecture with namespace-separated systems (MergeGame.Core, MergeGame.Items, MergeGame.Producers, MergeGame.Orders, MergeGame.Energy, MergeGame.Currency, MergeGame.Chests, MergeGame.UI, MergeGame.Effects) for clean separation of concerns.
Designed event-driven system using C# actions for loose coupling between game systems, enabling easy extensibility and maintainability.
Implemented advanced merge mechanics with validation logic for item compatibility, drag-and-drop collision detection, and smart item placement on grid cells.
Created ScriptableObject-based data system for all game content (items, producers, orders, characters), enabling designer-friendly workflows and easy content expansion.
Developed animated order completion system with bezier curve item flight animations (1-second duration with arc motion), smooth slot disappearing effects (0.6-second fade/scale), and coordinated multi-item animations that play simultaneously.
Built production system with energy costs per tap, capacity management (10-item default capacity), recharge timers (10-second default), and intelligent nearest-empty-cell spawning algorithms using distance calculations.
Crafted responsive Unity UI with drag-and-drop input handling via Unity's EventSystem (IBeginDragHandler, IDragHandler, IEndDragHandler), real-time visual feedback with selection frames and glow effects, selection management for all item types, and mobile-optimized touch controls with double-tap interactions.
Optimized grid management with efficient cell occupancy tracking, world-to-grid position conversion, and item movement validation.
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, intuitive gameplay with fluid drag-and-drop mechanics and responsive 8x8 grid interaction
Clear UX through color-coded items, visual selection frames, glow effects for ready producers/chests, and real-time information displays with live timer updates
Learned advanced merge game mechanics design, including producer systems (levels 4-5 production), energy economy (auto-recharge every 60 seconds), chest unlock timers (60-second default), and order fulfillment workflows with animated completion
Gained expertise in event-driven architecture using C# Actions and ScriptableObject-based content pipelines for all game data (items, producers, orders, characters)
Mastered Unity UI drag-and-drop implementation with proper collision detection, visual feedback, and merge validation logic
Implemented double-tap consumption for energy and coin items with smooth fade-out animations
Growth areas: Save/load system, achievements/progression tracking, expanded content library, monetization integration, analytics integration
Smooth, intuitive gameplay with fluid drag-and-drop mechanics and responsive 8x8 grid interaction
Clear UX through color-coded items, visual selection frames, glow effects for ready producers/chests, and real-time information displays with live timer updates
Learned advanced merge game mechanics design, including producer systems (levels 4-5 production), energy economy (auto-recharge every 60 seconds), chest unlock timers (60-second default), and order fulfillment workflows with animated completion
Gained expertise in event-driven architecture using C# Actions and ScriptableObject-based content pipelines for all game data (items, producers, orders, characters)
Mastered Unity UI drag-and-drop implementation with proper collision detection, visual feedback, and merge validation logic
Implemented double-tap consumption for energy and coin items with smooth fade-out animations
Growth areas: Save/load system, achievements/progression tracking, expanded content library, monetization integration, analytics integration
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.
Stack & Ship showcases my ability to design engaging merge mechanics, implement complex grid-based systems with drag-and-drop interaction, and create a balanced resource management economy.
The project demonstrates both technical execution in building modular, event-driven architectures with clean namespace separation and a player-focused design philosophy that prioritizes intuitive gameplay and satisfying progression.
The use of ScriptableObjects for content management reflects production-ready practices that enable efficient iteration and content expansion, while the animated order completion system with bezier curve flights and coordinated animations demonstrates attention to polish and player feedback.
The implementation of multiple item types (Produced, Energy, Coin, Producer, Chest) each with their own merge logic and interactions, along with producer systems that require strategic energy management, shows depth in game systems design and technical implementation.
Stack & Ship showcases my ability to design engaging merge mechanics, implement complex grid-based systems with drag-and-drop interaction, and create a balanced resource management economy.
The project demonstrates both technical execution in building modular, event-driven architectures with clean namespace separation and a player-focused design philosophy that prioritizes intuitive gameplay and satisfying progression.
The use of ScriptableObjects for content management reflects production-ready practices that enable efficient iteration and content expansion, while the animated order completion system with bezier curve flights and coordinated animations demonstrates attention to polish and player feedback.
The implementation of multiple item types (Produced, Energy, Coin, Producer, Chest) each with their own merge logic and interactions, along with producer systems that require strategic energy management, shows depth in game systems design and technical implementation.
Development Highlights
Built modular architecture with namespace-separated systems (MergeGame.Core, MergeGame.Items, MergeGame.Producers, MergeGame.Orders, MergeGame.Energy, MergeGame.Currency, MergeGame.Chests, MergeGame.UI, MergeGame.Effects) for clean separation of concerns.
Designed event-driven system using C# actions for loose coupling between game systems, enabling easy extensibility and maintainability.
Implemented advanced merge mechanics with validation logic for item compatibility, drag-and-drop collision detection, and smart item placement on grid cells.
Created ScriptableObject-based data system for all game content (items, producers, orders, characters), enabling designer-friendly workflows and easy content expansion.
Developed animated order completion system with bezier curve item flight animations (1-second duration with arc motion), smooth slot disappearing effects (0.6-second fade/scale), and coordinated multi-item animations that play simultaneously.
Built production system with energy costs per tap, capacity management (10-item default capacity), recharge timers (10-second default), and intelligent nearest-empty-cell spawning algorithms using distance calculations.
Crafted responsive Unity UI with drag-and-drop input handling via Unity's EventSystem (IBeginDragHandler, IDragHandler, IEndDragHandler), real-time visual feedback with selection frames and glow effects, selection management for all item types, and mobile-optimized touch controls with double-tap interactions.
Optimized grid management with efficient cell occupancy tracking, world-to-grid position conversion, and item movement validation.
Results & Learnings
Smooth, intuitive gameplay with fluid drag-and-drop mechanics and responsive 8x8 grid interaction
Clear UX through color-coded items, visual selection frames, glow effects for ready producers/chests, and real-time information displays with live timer updates
Learned advanced merge game mechanics design, including producer systems (levels 4-5 production), energy economy (auto-recharge every 60 seconds), chest unlock timers (60-second default), and order fulfillment workflows with animated completion
Gained expertise in event-driven architecture using C# Actions and ScriptableObject-based content pipelines for all game data (items, producers, orders, characters)
Mastered Unity UI drag-and-drop implementation with proper collision detection, visual feedback, and merge validation logic
Implemented double-tap consumption for energy and coin items with smooth fade-out animations
Growth areas: Save/load system, achievements/progression tracking, expanded content library, monetization integration, analytics integration
Takeaways
Stack & Ship showcases my ability to design engaging merge mechanics, implement complex grid-based systems with drag-and-drop interaction, and create a balanced resource management economy.
The project demonstrates both technical execution in building modular, event-driven architectures with clean namespace separation and a player-focused design philosophy that prioritizes intuitive gameplay and satisfying progression.
The use of ScriptableObjects for content management reflects production-ready practices that enable efficient iteration and content expansion, while the animated order completion system with bezier curve flights and coordinated animations demonstrates attention to polish and player feedback.
The implementation of multiple item types (Produced, Energy, Coin, Producer, Chest) each with their own merge logic and interactions, along with producer systems that require strategic energy management, shows depth in game systems design and technical implementation.