Technical Designer

Project Run

Project Run

Project Run is a two phase Matching Game that keeps track of the matches you've made that effect the second phase of the game. Everything you see I worked on myself, with my main focus being Gameplay Balancing.


Design Philosophy

Project Run was an experiment for myself.  I picked a project that has a lot of aspects of game development that I had never touched before.  My overall philosophy was to experiment and learn as much as I could about Art, Game Balancing, and Game Feel.

Match Three potion of Project Run, otherwise known as Phase One.


The Vision

Project Run was initially envisioned as a survival type of game that rewarded the Player for their skill in both phase one and two.  Someone who was better at Match Three would do well, as is the same for someone who is better at the running portion in phase two.  The game is designed in such a way that a Player who is proficient in both portions will have an advantage of surviving more rounds in total.

This is phase two of Project Run.  The Player (blue orb) must dodge the lasers from the turrets (yellow W's) until time runs out.  At that point, phase one restarts but increases in difficulty.

The Thought Process

The grid in phase one is 9x9, with the grid in phase two being a 3x3. Overlapped they perfectly align, shown in the image below.  In phase two pieces of the 3x3 grid are locked until enough matches are in their "zone".  This unlocks the piece and allows for the Player to move to that area in phase two. Being able to link the two grids in this fashion allowed for me to easily mesh the two game modes.

The Blue Grid shows where all of the pieces lie in phase one, while the Purple Grid shows the pieces that can be locked/unlocked in phase two.  The Yellow Grid is how I initially envisioned the turret placement.  Though through testing and balancing, it felt more natural and fair to have less turrets which were less predicatable.


The Pieces

The pieces from the Match Three game in phase one were one of the most important parts of the game.  Each piece has a different color, and when you match pieces your character in phase two gains a stat.  For example, if the Player were to match Red pieces they would gain extra health in phase two. Where if you matched Blue pieces you would gain an extra temporary shield to block lasers in the second phase.

What I Learned

FIrst off art is very difficult, and I'm not very good at it.  That said, I do have a much better understanding of how art is created and implemented into games. That is incredibly useful information to have, and has helped me in current projects.  As well, balancing a game is difficult and tedious, but pays off incredibly in the end.  The struggles I had with this game allowed me to become a better developer in the end.


Shown above are the pieces of the Match Three portion of the game in phase one.  The Multicolor piece works with any piece, and the Locked piece cannot be matched until there is a match made adjacent to it.

This is the title screen for the game.  As I mentioned previously I'm not an artist, but it was fun to mess around with the tools.  For the future I will for sure be leaving these parts to the professionals.


Play It Now!

The game is up on several Indie sites to be played if you click here!  It is an endless type of game, and I would love to take any critiques you would have for the game is I plan to progress forward!