Unity Mobile Adventure Game Prototype
Budget / SalaryHourly project
TypeFreelance project
LocationRemote
Posted1 hour ago
I’m ready to turn a small, casual adventure concept into a playable slice that runs smoothly on both iOS and Android. I’ll provide reference games and a rough design document; what I need from you is a clean, scalable foundation in Unity that I can comfortably expand after delivery.
Scope
• Build the core loop and three fully playable levels in a realistic art style.
• Implement a lightweight progression system so players unlock each level in sequence.
• Write well-structured, commented C# scripts with clear namespaces so future features slot in easily.
• Set up scenes and prefabs so I can duplicate or reorder content without breaking links or lighting.
• Add a single, functional Settings Screen (audio sliders, vibration toggle, quality dropdown). A main or pause menu isn’t required yet, but the architecture should allow me to bolt them on later.
• Stub in Unity Ads and IAP hooks—no live integration now, just the calls and placeholders so I can switch them on when ready.
• Produce builds that install and run on my test devices for both platforms.
Acceptance
A Git-based project I can open in the current LTS version of Unity, hit Play, and move through the three levels with progression saving locally. Any public methods and events should be XML-documented, and the scenes must pass Unity’s default build reports without errors.
Once the hand-off is complete, I’ll take it from there, iterate on content, and wire up monetisation. Let’s create a rock-solid starting point.
Scope
• Build the core loop and three fully playable levels in a realistic art style.
• Implement a lightweight progression system so players unlock each level in sequence.
• Write well-structured, commented C# scripts with clear namespaces so future features slot in easily.
• Set up scenes and prefabs so I can duplicate or reorder content without breaking links or lighting.
• Add a single, functional Settings Screen (audio sliders, vibration toggle, quality dropdown). A main or pause menu isn’t required yet, but the architecture should allow me to bolt them on later.
• Stub in Unity Ads and IAP hooks—no live integration now, just the calls and placeholders so I can switch them on when ready.
• Produce builds that install and run on my test devices for both platforms.
Acceptance
A Git-based project I can open in the current LTS version of Unity, hit Play, and move through the three levels with progression saving locally. Any public methods and events should be XML-documented, and the scenes must pass Unity’s default build reports without errors.
Once the hand-off is complete, I’ll take it from there, iterate on content, and wire up monetisation. Let’s create a rock-solid starting point.
Apply on Freelancer →
Project sourced from Freelancer.com. Applications happen directly on the original platform — we never collect your data.