My responsibility
All Unity programming
I built the puzzle board, combat, units, towers, upgrades, interface behavior, saves and tutorials. I also created the level-editing tools, prepared mobile builds and updated the code as the team tested ideas.
Unity puzzle and battle game development
A puzzle board that changes the battle above it.
At JetApps, I was the sole Unity developer for Match Clash. I designed and built the game’s code: linking puzzle tiles chooses which units enter the battle and where they fight. I also built the automatic combat, player upgrades and tools for the designer to configure levels.
My role and the team’s contribution
I was responsible for Unity programming. The artist created the visuals, and the game designer supplied the design direction.
My responsibility
I built the puzzle board, combat, units, towers, upgrades, interface behavior, saves and tutorials. I also created the level-editing tools, prepared mobile builds and updated the code as the team tested ideas.
Team contribution
The artist created the visuals, and the game designer set the design direction and gameplay requirements. I programmed these ideas and assets into the working Unity game.
How a round works
Each puzzle move chooses a unit type, its strength and the lane it enters. Battle rewards then help the player upgrade units for later rounds.
Puzzle move
Drag through adjacent matching sword, bow or shield tiles on a 6×6 board. The archived build resolves chains of two or more; earlier product exploration also covered match-3 directions.
Lane choice
Ending a chain on the left or right side of the board chooses which player tower sends units into battle.
Battle result
Matching sword, bow or shield tiles creates that type of unit. Stronger chains create higher-level units, or more units in the experimental crowd mode.
Progress after battle
Wins and losses update trophies and coins. Unit cards, upgrade costs, health, damage and visual tiers carry progression into the next battle.
Puzzle board
Battle
Game systems and level creation
I connected puzzle input, automatic battles and saved upgrades, and built tools that let the designer create more levels.
Puzzle board
Selection validation, diagonal adjacency, bonus tiles, static obstacles, gravity and refill, reversible drag paths, tutorials and automatic reshuffling when no valid move remains.
Battle rules
Player and CPU turns coordinate three towers per side, lane routing, melee and ranged attacks, nearest-target selection, health, destruction and win/lose state.
Rewards & upgrades
Players earn coins, trophies, unit cards and reward chests. Upgrades are saved and carry into later battles.
Level creation
ScriptableObject data and a custom Odin editor exposed board layouts, available units, enemy timing, unit levels and authored spawn sequences without rewriting runtime code.
Game performance
An object pool reuses board cells, tiles, three unit types, arrows, lines and effects. This reduces repeated memory allocation when objects appear and disappear during play.
Turn sequence
Async animation sequences, game events and controlled time scaling keep input, tile resolution, unit spawning, CPU actions and the next player decision in a deliberate order.
Reusable combat
Units and towers share code for movement, weapons and target selection, while keeping their own attack behavior. This supports melee, ranged, shield and tower-archer variants without putting all combat logic in one script.
Touch, animation & feedback
Haptics, DOTween-driven UI and combat feedback, tutorial guidance, health bars and responsive reward sequences make the systems legible on a portrait mobile screen.
Development in 2022
I developed Match Clash in 2022. The board rules, turn sequence, combat systems and editing tools came from direct programming and debugging. Today I can use AI to assist development while remaining responsible for understanding and checking the code.
The three-minute portfolio video shows puzzle selection, live unit battles, tower pressure, victory rewards, the trophy ladder and unit-upgrade screens.
Watch on YouTubeGameplay video and thumbnail are from Artem Shkabura’s public YouTube portfolio.
Completed work
This case documents my Unity engineering scope, the archived repository and publicly visible gameplay. It does not claim a store release, online PvP, a live leaderboard, commercial results or sole authorship of the art and game design.
How I can help your project
Build a game
Create a 2D or 3D Unity game for PC, Android, iOS or VR/XR devices. Start with a playable prototype, a small complete game or new features for an existing project.
Review and improve the code
Find out why a Unity game or app is failing, what can be reused and what needs fixing before you invest in more development.
Revive an older prototype
Repair an older Unity game or app, update its features and keep it working. If you plan a new release, I can also add usage tracking and prepare it for user testing.
Building a game that combines different ways to play?
I can build and test a game that combines different mechanics, develop the code needed for a full game, or update an older prototype for another test with players.
Have a limited budget? Tell me your priority and the range you’re comfortable with. I’ll be clear about a realistic first step.
Confidential from the first conversation
I count contact interactions in aggregate, without visitor IDs or message contents.