top of page


Crossy Road
(Case Study)

 

​

​

During my third year as a Sheridan Game Design student, I took an Advanced Programming course where I studied and replicated the mechanics of Crossy Road, with a specific focus on its procedural generation and game feel.

​

For this project, I developed a tile-based character controller and implemented infinite, chunk-based level generation with dynamic difficulty scaling based on the player’s score. To optimize performance, I utilized object pooling and created all the 3D assets to add a  nice layer of polish.

​

​​

​​

Tools: Unity, Visual Studio, Aseprite, Miro, Trello

Blender 

Roles: Programming, Systems Design, 3D Modeling

Team Size: 1

Timeline: 4 months

TL;DR

  • ​Recreated Crossy Road's procedural level generation to the best of my ability

    •  

      Recreated a handful of slice types from the game such as grass or road slices

      Created a database for me to design chunks that will be randomly spawned based on player score​
    • Various moving objects (cars and logs) with random speeds, gap intervals and directions

    • Random spawning of static obstacles to block the player's path

​

  • Created all 3D models and set up Unity's Universal Render Pipeline post processing to create a pleasing aesthetic

Example Photos
Coming Soon

Check Out the Game!

If you wanted to check this game out for yourself, I've posted it on itch for you to download / play.

Page Under Construction!

- More Coming Soon -

bottom of page