Skullgirls Mobile

Hidden Variable Studios

Engineering Intern

Unity Engine | 05/24 - 10/24 | Team Size: ~15

Overview

  • Implemented and iterated on an overhaul of the inventory screen user interface
  • Created tools and improved workflows for designers and other team members
  • Regularly identified and fixed critical bugs
  • Added new gameplay features to improve user experiences
  • Adapted to a complex, networked codebase serving millions of players

Collection screen before and after (images courtesy of Deny17S on YouTube)

Collection Screen Redesign

    Leading up to releasing Guest Stars (a new collectible character type), we had to redesign the collection screen to make room.
    I worked closely with our lead designer and artist to maintain and improve functionality.
    We shifted to an icon-focused design, and moved the title and capacity of each screen into a new pop-out area in the top right.
    To make sure all cards were still viewable, I implemented a system to resize the scroll container so that you could "overscroll" such that the last cards in your collection were still accessible.

Other Improvements

    I also made a number of other improvements and bugfixes during my time on the project.
    We found that the game's autoplay feature wasn't being used much, so I implemented a system to be able to speed up the game during autoplay, allowing players to quickly breeze through easier fights.
    As part of an economy overhaul, I reworked our advertising reward system, changing it from a cooldown to a set number of ads per day with increasing rewards.
    To improve the new user experience, I also added new tutorialization popups, fixed bugs that broke new player flow, and modified early-game progression timings.

Footage of auto-battle improvements used in the version 6.4 update notes

Contact

vcollinslaine@gmail.com

Los Angeles (for now)