Vokabul8
A real-time vocabulary wagering platform built around four game formats on a globally synchronised clock, with a social feed alongside.
View case study , Vokabul8Case study · Game development
A reflex game built to find out how a small team gets from an idea to a published title, and what an engine choice costs you either way.
Published on Play Store
01The business situation
Our innovation team wanted a project that would run the whole distance (concept, art, engine selection, mechanics, tuning and a real store release) at a size one team could finish. A reflex game fits that exactly: simple to describe, unforgiving to get right, and impossible to fake, because a game that does not feel good is immediately obvious.
Core challenge
Make a tilt-controlled dodging game that feels fair across three difficulty levels, and ship it to a real store.
Before
An idea with no engine, art or mechanics
After
A published, tuned and playable title
Polar Attack
02The system at a glance
03Workflow 01
The player tilts the device to move a snowman out of the path of falling icicles, tapping to collect coins as they fall. Two inputs, and all the difficulty comes from tuning rather than complexity.
assets/portfolio/polar-attack/workflow-gameplay.png · 16 / 11
04Workflow 02
The technical problem that mattered was detecting overlap between the character and a falling icicle precisely. Get it slightly wrong and the game feels cheap, which no amount of art fixes.
assets/portfolio/polar-attack/development-progression.png · 16 / 10
assets/portfolio/polar-attack/difficulty.png · 1 / 2.04
05Engineering behind the product
Small games have nowhere to hide. Almost all the work is in the parts a player experiences as feel rather than as features.
Several game frameworks were prototyped before settling on LibGDX, a free and open-source Java game engine.
Calculating overlap between the character and falling objects accurately was the main technical challenge and governs whether the game feels fair.
Device orientation drives character movement, which required smoothing to feel controlled rather than twitchy.
Levels vary the frequency of falling objects, tuned so each is distinct without changing the rules.
Recent high scores are retained locally to give progression between sessions.
Background music and event sounds were designed alongside the mechanics rather than added afterwards.
The title was taken through store submission and released publicly.
06Technical architecture
Several game frameworks were prototyped before settling on LibGDX, an open-source Java engine well suited to the target platform.
Android
Game engine
Mechanics
07Delivery journey
Innovation team frames the game
Prototype across frameworks
Placeholder character and mechanics
Icicles, coins and collision
Final character, textures and effects
Balance the three difficulty levels
Published and iterating
The game is published on the Play Store and the team continues to improve it toward a next version. Dates and durations are withheld until confirmed. Verify before publishing
08Where it stands today