
Blocks Hop
A fun and challenging puzzle game! Hop across tiles, avoid gaps, and keep the momentum going. How far can you go?

My Role
My Role
Gameplay Programmer
Developed a custom Level Editor using Unity UI Toolkit to streamline and accelerate level creation.
Implemented a Flood-Fill algorithm for efficient path detection and validation during gameplay.
Created a prediction system that dynamically calculates and provides the next colored ball based on the current tile state, enhancing gameplay strategy.
Integrated a modular SDK (built by me) that manages level progression, tutorials, UI screens, sound, and haptics, significantly improving development speed and consistency.
Designed and implemented 40 polished levels, ensuring a well-paced difficulty curve and engaging player experience.
Gameplay Programmer
Developed a custom Level Editor using Unity UI Toolkit to streamline and accelerate level creation.
Implemented a Flood-Fill algorithm for efficient path detection and validation during gameplay.
Created a prediction system that dynamically calculates and provides the next colored ball based on the current tile state, enhancing gameplay strategy.
Integrated a modular SDK (built by me) that manages level progression, tutorials, UI screens, sound, and haptics, significantly improving development speed and consistency.
Designed and implemented 40 polished levels, ensuring a well-paced difficulty curve and engaging player experience.
My Role
Gameplay Programmer
Developed a custom Level Editor using Unity UI Toolkit to streamline and accelerate level creation.
Implemented a Flood-Fill algorithm for efficient path detection and validation during gameplay.
Created a prediction system that dynamically calculates and provides the next colored ball based on the current tile state, enhancing gameplay strategy.
Integrated a modular SDK (built by me) that manages level progression, tutorials, UI screens, sound, and haptics, significantly improving development speed and consistency.
Designed and implemented 40 polished levels, ensuring a well-paced difficulty curve and engaging player experience.
Level Editor
Level Editor
Since the game featured multiple layers of stacked tiles—each with unique colors and behaviors such as frozen or wildcard tiles—I developed a custom level editor that saves level data using ScriptableObjects for easy editing and reusability.
Since the game featured multiple layers of stacked tiles—each with unique colors and behaviors such as frozen or wildcard tiles—I developed a custom level editor that saves level data using ScriptableObjects for easy editing and reusability.
Level Editor
Since the game featured multiple layers of stacked tiles—each with unique colors and behaviors such as frozen or wildcard tiles—I developed a custom level editor that saves level data using ScriptableObjects for easy editing and reusability.

LevelData (ScriptableObject)
Stores all data for a puzzle level, including grid size, tile layers, and move count.
Supports visual editing with a custom UI to generate grids, preview tiles, and define tile behaviors (e.g., frozen, wildcard).
Used by designers to quickly build and tweak levels directly in the Unity Editor.
Edit Level button
As you click on this button, an external window opens to configure the level's details
LevelData (ScriptableObject)
Stores all data for a puzzle level, including grid size, tile layers, and move count.
Supports visual editing with a custom UI to generate grids, preview tiles, and define tile behaviors (e.g., frozen, wildcard).
Used by designers to quickly build and tweak levels directly in the Unity Editor.
Edit Level button
As you click on this button, an external window opens to configure the level's details

LevelData (ScriptableObject)
Stores all data for a puzzle level, including grid size, tile layers, and move count.
Supports visual editing with a custom UI to generate grids, preview tiles, and define tile behaviors (e.g., frozen, wildcard).
Used by designers to quickly build and tweak levels directly in the Unity Editor.
Edit Level button
As you click on this button, an external window opens to configure the level's details

Level Editor Window
This custom editor window allows designers to configure and preview level data with ease:
Move Count: Set the maximum number of moves before triggering a lose condition.
Current Layer Dropdown: Navigate between tile layers to assign properties on each level of the grid.
Colors Tab: Select solid or wildcard colors for tiles.
Extras Tab: Assign special behaviors such as frozen or shielded tiles.
Starting Colors: Define the initial colors of the balls to control early-game dynamics.
Level Editor Window
This custom editor window allows designers to configure and preview level data with ease:
Move Count: Set the maximum number of moves before triggering a lose condition.
Current Layer Dropdown: Navigate between tile layers to assign properties on each level of the grid.
Colors Tab: Select solid or wildcard colors for tiles.
Extras Tab: Assign special behaviors such as frozen or shielded tiles.
Starting Colors: Define the initial colors of the balls to control early-game dynamics.

Level Editor Window
This custom editor window allows designers to configure and preview level data with ease:
Move Count: Set the maximum number of moves before triggering a lose condition.
Current Layer Dropdown: Navigate between tile layers to assign properties on each level of the grid.
Colors Tab: Select solid or wildcard colors for tiles.
Extras Tab: Assign special behaviors such as frozen or shielded tiles.
Starting Colors: Define the initial colors of the balls to control early-game dynamics.
© 2025 8Great Games. All rights reserved. The work showcased was developed as part of my contributions to 8Great Games. Content is used with permission for portfolio purposes only.