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PrototypeGame2018

RG Quick Game

American-football team-picker and quick-match prototype with helmet customization, IAP-gated teams/venues and a Bowl results screen.

RG Quick Game artwork

RG Quick Game was an American-football-themed prototype built at Siligin Software on Unity 2018.1.9f1 (project settings left at defaults, bundle version 1.0), distinct from the studio's separate QuickBall ring/arc arcade project. The flow was a 'Quick Game' mode: choose a player team and a CPU opponent from a roster of teams with individual stats (receiving, pass accuracy/power, defense, offensive/defensive line, tackling, rushing, kicking), pick a game setting/venue, then proceed to a Bowl (results) screen, with locked teams and settings unlockable via in-app purchase or an 'unlock all' IAP.

The UI was assembled from off-the-shelf kits (Modern & Clean GUI, MODUS UI) with a custom screen/state-machine layer (ScreenManager, BaseScreen, PopupManager) and a horizontal scroll-centering picker for teams and settings. The one clearly bespoke art asset was a set of layered, swappable football-helmet renders (base/color/effects/logo/face-mask/strip-color/shadow layers) used for team customization. No on-field match-simulation code was present in the export, indicating the project stayed at the team/setting-selection and monetization-flow stage rather than reaching playable gameplay.

My role

LeadUnity Team Lead

Team

Siligin Software · Mar 2018 — Mar 2019

Platforms

  • Android
  • iOS

Stack

  • Unity 2018.1.9f1
  • C#
  • Unity IAP
  • TextMesh Pro

Lead

What I did

  1. 01Led Unity development as team lead, structuring the screen/state flow (ScreenManager, BaseScreen, PopupManager, Singelton-based managers) for the team-select -> setting-select -> quick-game -> bowl-results pipeline
  2. 02Built the team and settings selection UI: scroll-centering horizontal pickers, team/CPU-team selection, lock/unlock states tied to purchase status
  3. 03Wired Unity IAP (Purchasing) for unlocking individual teams/settings and an 'unlock all' purchase via a dedicated PurchaseManager/Purchaser
  4. 04Integrated a layered, swappable helmet-customization asset (base/color/effects/logo/face-mask/strip/shadow PNG layers) for team visual identity

What stands out

  1. 01Built on Unity 2018.1.9f1; project settings left at engine defaults (company/product name, bundle version 1.0), indicating an early-stage internal prototype
  2. 02American-football team-vs-team 'Quick Game' flow: team select, CPU opponent select, venue/setting select, Bowl results screen
  3. 03Per-team stat model (receiving, pass accuracy/power, defense, offensive/defensive line, tackling, rushing, kicking) driving team differentiation
  4. 04Unity IAP-gated content (locked teams and settings, 'unlock all' purchase) layered on top of the selection flow

See it in action

RG Quick Game: customizable football helmet render
Customizable team helmet