Stack Sort: Color Puzzle
I am working as a client developer on this mobile puzzle game at Panteon — it is one of the games built on our in-house Puzzle Template, and it shipped to the App Store in December 2025 (currently rated 4.8★). You tap a card and move it to a matching stack — a mahjong-inspired sorting loop wrapped in a minimalist zen environment with satisfying ASMR sounds and thousands of levels.
My Contributions
- Special tile features: Implemented the Chest and Fireworks tile features end-to-end — data model and deserialization, gameplay commands, presenters, prefabs and VFX wiring.
- ECS command workflow: Worked on the ECS-based command system that drives the whole gameplay — every action runs as a validated command (move/swap tiles, clear-color, layer & column completion), recorded by a command debug recorder, and the Undo booster rolls moves back through the same pipeline via undo requests.
- Settings & account flows: Built the settings UI work including the full delete-account flow (confirmation frames, account unlinking).
- Input tooling: Added touch-simulator support to the click/input layer so touch gestures can be tested directly in the Unity editor.
- Live-ops events: Worked on event screens such as the Cowboy Clash event (reward presentation, screen fixes).
- Localization & content pipeline: Maintained I2 localization data and level reserialization tooling.
Tech Stack
- Engine: Unity 6 with a clean two-layer architecture — a closed, reusable framework layer (the Puzzle Template core: DI/service registry, scene orchestration, source-generated registries) and a game-specific layer on top.
- Systems: A command-driven ECS gameplay core (validated, recordable and undoable commands), plus modular client systems for feature unlocking, lives, global leaderboards, push notifications and profile customization.
- Production: I2 localization, ads/analytics integrations, anti-cheat — and an AI-agent-assisted development workflow as part of the team’s daily toolkit.