
Crossy Road
(Case Study)
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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.
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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.
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Tools: Unity, Visual Studio, Aseprite, Miro, Trello
Blender
Roles: Programming, Systems Design, 3D Modeling
Team Size: 1
Timeline: 4 months
TL;DR
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​Recreated Crossy Road's procedural level generation to the best of my ability
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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
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Random spawning of static obstacles to block the player's path
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Created all 3D models and set up Unity's Universal Render Pipeline post processing to create a pleasing aesthetic