Pearl’s Peril (2016-2017)

While a few of my team mates at Warlords left Wooga to found Snowprint Studios Germany, I stayed for roughly another year to join one of Wooga's biggest and still running titles, the hidden object game "Pearl's Peril", initially done in Flash and eventually brought into Unity. It has been a while, but I remember working on performance tasks trying to bring the downloadable character size down (which was still done in an old Flash jenkins job), and later joined a feature team working closely with UI, UX and Game Design to bring a collaborative game mode with dynamic real time elements to fruition. I remember that at the time testing and the use of interfaces was still close to never used, so I'm happy and a little proud to have convinced the more senior programmers of my sub-team to opt for a safer programming style, breaking with the project convention, but resulting in a very stable game mode (which, for a real-time game mode, is necessary, IMHO).