A space survivor-like built end to end in a 3 day jam: auto-aim combat, waves, levelling and power-ups.
RoleSolo developer/Built & shipped
What I did
›Built the core survivor loop: auto-aim targeting, wave-based spawning and a levelling system with power-up choices.
›Designed 5 enemy types with distinct behaviour, each gated to specific player levels for a progressive difficulty curve.
›Built the upgrade system (damage, range, attack speed, HP) and the level-up selection UI.
›Created a full tutorial flow covering every core mechanic.
Highlights
Assassin dodge system: a forward trigger collider detects incoming projectiles before impact, so the enemy vanishes, goes untargetable and reappears elsewhere. A real reaction, not a scripted animation.
A complete survivor-like (5 enemy types, levelling, upgrades, tutorial) shipped in 3 days.
Level-gated enemy roster so difficulty ramps naturally as the ship grows stronger.
A tower defense built in a 7 day math-themed jam, where reloading your towers means solving the problem.
RoleTeam of 2/Programming, UI/UX & direction
What I did
›Built a complete tower defense: 3 maps, 3 tower types with 3 upgrade tiers each, and enemies with distinct HP, speed and physical or magical resistances.
›Designed a free-roam camera (rotate, pan, zoom) and a build flow where tapping a tile opens a build panel and tapping a tower or enemy inspects its stats.
›Integrated Unity NavMesh and NavMeshAgent so enemies dynamically pathfind through each map.
›Designed the math reload mechanic: towers have limited ammo and reloading requires solving a problem.
Highlights
A reload mechanic built on solving math problems, weaving the jam theme into core combat instead of bolting it on.
Full stats system: physical and magical damage matched against enemy resistances, making placement a real tactical decision.
UI and camera controls were praised by the judging panel.
An idle clicker with a combo meter, a rare bonus event and progression that rewards more than raw tapping.
RoleSolo developer/Built & shipped
What I did
›Built the core clicker loop: tap-to-earn scoring, an upgrade shop and persistent progression.
›Designed a combo slider where consecutive taps build a meter that triggers a double-points burst.
›Built the Warrior Fox random spawn event, granting a bonus scaled to current score, with spawn frequency upgradeable in the shop.
›Integrated rewarded ads with three possible rewards, plus Google Play sign-in and achievements.
Highlights
The Warrior Fox event: a rare spawn whose bonus scales with current score and whose frequency can be upgraded, giving players a reason to invest beyond click power.
A three-outcome rewarded-ad system, including a rare secret achievement unlock, so optional ad engagement stays worth it.
A complete, polished idle loop shipped solo, from core mechanic to shop, achievements and monetization.
"Fast execution, clear communication, and strong prototype delivery. He understood the direction well and turned feedback into visible progress quickly."
Upwork client/Lead Unity Developer, marble racing prototype
"Ruben has been the best hire I've ever done. He has tremendous experience and knowledge in anything Unity related, he knows it like the back of his hand."
Upwork client/Gameplay programmer, development support