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All projects05/07 · GDD and designs complete · First 5 levels mapped · In development

Product case · Mobile game and system design

Turning packing into a readable decision game.

A Unity project that brings relationships between products, boxes, sequence and capacity into a vertical mobile game loop that can be understood at a glance.

The full GDD and Unity technical guide can be shared on request during later recruitment stages under appropriate confidentiality terms.

Role
Product and system design
Platform
Portrait mobile
Technology
Unity 6000.5 · URP 17.5 · C#
Documentation
GDD preview + technical architecture overview
Package Flow mobile game screen showing the conveyor, products and box racks
Current game screen · portrait mobile layout

In short

If players cannot explain why they failed, I have not created difficulty; I have created uncertainty.
7Products visible at once for planning the sequence
6×3Box grid where only the top box can be selected
≈3 minTarget level duration for quick replays

Problem

There is a lot of information; players must know where to look.

In Package Flow, product type, dimensions, box capacity, sequence, racks and time all operate at once. Merely displaying these variables makes the screen feel crowded; giving them the right hierarchy turns them into decisions.

The central design question was how to give players enough information to plan their next move while preserving tension.

Game loop

Read, match, pack, dispatch.

On the seven-product conveyor, the item closest to the press is active. Players can access only the top box in each of six columns. The selected box moves to a two-slot preparation rack while a new box from the dispatch queue is added to the bottom of the same column.

A single-product holding rack, combo system, timer and level targets create a choice between using the right box now and saving it for a more critical product later.

  • Reading product attributes quickly
  • Planning the right box and rack capacity
  • Choosing a sequence that completes the dispatch target
  • Explaining mistakes through immediate, readable feedback

Technical system

Building rules as data so the experience can change quickly.

I separated product, box and level definitions from session state as ScriptableObject data. Instead of creating a new scene for every level, one Gameplay scene is configured through LevelDefinition data.

The packing calculations run in a pure C# core separated from Unity behaviours. Fit, automatic rotation, empty space and missing-requirement penalties are calculated from a single source of truth. Box movement is managed through deterministic position animations rather than random physics.

Interface decision

Designing priorities, not objects, for a mobile screen.

The conveyor at the top represents flow, the middle section holds active racks and the lower section is the player's decision space. Colours and icons are not decorative; they form a shared language connecting product attributes with box rules.

Testing the information hierarchy in a working prototype before completing the final visual design reduces investment in the wrong visual direction.

Next validation

Measure comprehension before enjoyment.

In the first user test, I will observe why players stop before looking at completion rate: did they miss a dimension, overlook the rack or receive system feedback too late?

First-attempt completion, retry count, press idle time, dimension and missing-requirement penalties, and rack occupancy will shape the next version of the tutorial flow and difficulty curve.

Protected project documents

Previews that show the decisions while protecting the production recipe.

These concise documents present my game and engineering approach for evaluation. The full level plan, balance values, source code and detailed production steps are not public.

© 2026 Hasan Aynıoğlu. The original text, visual design, game assets and technical content in these previews belong to Hasan Aynıoğlu. Reproduction, distribution, commercial use or derivative development is not permitted without written permission.

PDF · GDD Portfolio Preview · 5 pagesPackage Flow — GDD Portfolio PreviewOpen document (opens in a new tab)PDF · Technical Overview · 4 pagesPackage Flow — Technical OverviewOpen document (opens in a new tab)

What stayed with me

This project taught me that a good game screen is not about showing more, but about making the right decision visible at the right moment.

Let’s work together

Let’s solve a new problem together.

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