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Block Sliding Puzzle / Mobile

Slide Out - Block Escape Puzzle

built through systems & delivery.

Lead Developer / Personal Project / 2026 - In Review

Slide Out Block Escape puzzle gameplay screen
Slide Out Block Escape promotional screen
Slide Out Block Escape level preview
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A modern hyper-casual iOS puzzle game where players slide blocks through a crowded board, clear paths, unlock doors, and solve progressively harder layouts with polished dark-theme feedback.

Turned a familiar sliding-block mechanic into a premium-feeling mobile puzzle experience with dynamic board visuals, satisfying micro-interactions, and a cleaner technical fingerprint for iOS review.

Project window

2026 - In Review

Role

Lead Developer

Team

Personal Project

Primary signal

Runtime-generated block visuals through BlockPieceView and TileGridGenerator instead of relying on static sprites for every shape

Tech stack

UnityC#DOTweenAdMobUnity IAPiOS NativeShadersMobile

Technical highlights

Custom hue-preserving shiny UI shader that keeps vibrant block colors from washing out during highlight sweeps
App Store review-focused visual and asset overhaul that separated the game from earlier UI architecture while preserving reliable shared systems

Challenges encountered

Differentiating the product's UI hierarchy, asset profile, and feel enough for App Store review while keeping the project stable
Rendering complex block shapes without bounding-box artifacts, broken shadows, or incorrect extrusion edges
Balancing rewarded power-ups, remove-ads purchases, privacy prompts, and puzzle flow without making the game feel noisy
App Store - In review

Case study overview

What was built and why it mattered.

Built grid-based block sliding for rectangles and complex L-shaped pieces, with constrained drag movement, invalid-move feedback, locked doors, and exit-path solving.

Reworked the full visual identity into a dark premium style with procedural block highlights, shadows, extrusions, refreshed assets, updated fonts, and new audio treatment.

Integrated rewarded AdMob hammer power-ups, remove-ads IAP, restore-purchase behavior, and a delayed ATT gate that waits for the app to become fully active on iOS.

Responsibilities

What I owned

Core block movement, board interaction, level flow, obstacle clearing, locked doors, and power-up behavior

Procedural block rendering for rectangles and L-blocks, including highlights, shadows, extrusions, and clean board cell presentation

iOS monetization and privacy flow, including AdMob rewarded videos, remove-ads IAP, restore purchases, and ATT timing

Technical work

Key highlights

Runtime-generated block visuals through BlockPieceView and TileGridGenerator instead of relying on static sprites for every shape

Custom hue-preserving shiny UI shader that keeps vibrant block colors from washing out during highlight sweeps

App Store review-focused visual and asset overhaul that separated the game from earlier UI architecture while preserving reliable shared systems

Challenges

Production pressure

Differentiating the product's UI hierarchy, asset profile, and feel enough for App Store review while keeping the project stable

Rendering complex block shapes without bounding-box artifacts, broken shadows, or incorrect extrusion edges

Balancing rewarded power-ups, remove-ads purchases, privacy prompts, and puzzle flow without making the game feel noisy

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