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Production case study · Unity / C#

UNLOCKED

A published 2D mobile game developed in Unity for Android and iOS, with post-launch technical evolution across localization, subscriptions, platform delivery and maintenance.

Current production product identity and mobile UI.
Role
Freelance Unity / C# Developer
Responsibility
Sole Unity/Game Developer
Platforms
Android · iOS
Status
Published · maintained

01 · Context & role

External developer with end-to-end Unity responsibility

MullenLowe Interamérica conceived the game for Fundación La Merced and hired me as the external freelance developer responsible for the Unity implementation and mobile production.

Creative concept

MullenLowe Interamérica

Game concept and creative direction for the initiative.

Organization

Fundación La Merced

Product context and published project beneficiary.

Unity development

Mariano Rivas

Sole Unity/Game Developer: implementation, integration, mobile builds, store submission, maintenance and technical evolution.

Initial development ran from April to September 2025, followed by continued maintenance and a substantial technical update during 2026.

02 · Product & systems

A complete mobile application, not an isolated gameplay prototype

The production scope included gameplay and application flow as well as the systems required to ship and maintain the product on two mobile platforms.

Gameplay

Player control, level behavior and core game systems.

Application flow

Splash, menus, character selection, tutorial, gameplay, stats and restrictions.

Production systems

Localization, subscription access, persistence and QA utilities.

Mobile lifecycle

Android/iOS builds, device validation, store releases and maintenance.

Production gameplay evidence.
Character-selection flow inside the production build.

03 · Localization deep dive

Six-language visual localization with detection, persistence and fallback

The 2026 update introduced a custom localization layer for visual UI assets without coupling localized presentation to gameplay or purchasing logic.

6

languages

System

language detection

PlayerPrefs

selection persistence

es-ES

fallback locale

D01 · Localization architecture

01

Device / user language

System detection or manual selection

02

Locale manager

LocalizationManager · current locale + persistence

03

Localization DB

LocalizationDatabase · visual asset config

04

Stable key

Scene components resolve by key

05

Localized image

LocalizedImage · runtime UI component

06

UI output

Image or SpriteRenderer

Same application state, localized visual layer

The UI resolves localized sprite assets through stable keys. That allows the presentation layer to change language while gameplay state and purchase logic remain independent.

User-facing selector for Spanish, English, French, German, Italian and Portuguese.
Fatigue restriction screen in Spanish.
The same restriction state in German.
D02 · Localization fallback

01

Current language

02

Spanish fallback

es-ES

03

Original asset

Final safe fallback

Supported locales: Spanish (es-ES), English (en-US), French (fr-FR), German (de-DE), Italian (it-IT) and Portuguese (pt-PT).

04 · Unity IAP deep dive

Subscription access integrated into the production application flow

UNLOCKED uses Unity Purchasing for a monthly subscription across the published Android and iOS versions, including entitlement state, purchase lifecycle and restore behavior.

D03 · Subscription / entitlement flow

01

Google Play / App Store

Platform storefront

02

Unity IAP

Purchase and entitlement integration

03

Subscription state

Unknown · NotSubscribed · Subscribed

04

GameManager

Application-level access decisions

05

App flow

Locked / available content

State model

Unknown · NotSubscribed · Subscribed

Lifecycle

Purchase, pending, deferred, cancel and failure handling

Restore

iOS restore path and entitlement refresh

Validation

Android local receipt validation plus platform-specific iOS handling

The current architecture does not use a backend receipt-validation service. The case study therefore treats entitlement handling as a client/platform integration, without presenting it as server-side verification.

Subscription purchase surface from the production application.

05 · Android & iOS production

Build, device QA and store delivery on both mobile platforms

My role extended through platform build configuration and release submission rather than ending at the Unity Editor.

Android

Google Play production

  • Android App Bundle production builds.
  • Gradle, R8/ProGuard and billing-related release fixes.
  • Signing material kept outside the repository.
  • Device QA and direct Google Play submission.

iOS

TestFlight & App Store

  • iOS production builds and device testing.
  • StoreKit-related subscription flow validation.
  • TestFlight distribution and release QA.
  • Direct App Store Connect submission and publication.

Current production reference

Project version 1.4 · Android versionCode 10 · iOS minimum target 15.0.

06 · Git & release workflow

Simple release references instead of unnecessary pipeline complexity

The project uses a canonical master branch plus platform release references. Publishing is a structured manual process, not an automated CI/CD pipeline.

D04 · Git / release workflow

01

Work / maintenance

Feature or production fix

02

master

Canonical project state

03

QA + platform build

Device and build validation

04

release/android or release/ios

Platform release reference

05

Store submission

Google Play or TestFlight / App Store

master

Canonical project state

release/android

Android production reference

release/ios

iOS production reference

07 · AI-assisted development

AI-generated implementation directed through a real production loop

ChatGPT was used throughout development to generate the C# implementation. The professional evidence is the ability to direct that output through integration, debugging, validation, mobile QA and release.

D05 · AI-assisted development loop

01

Requirement / problem

02

Technical direction

Constraints, prompts and acceptance criteria

03

ChatGPT-generated C#

Implementation generated with AI

04

Unity integration

Scenes, assets, packages and project context

05

Compile / runtime feedback

Real project behavior

06

Debugging + iteration

Corrections and integration decisions

07

Device QA + release

Human validation and production ownership

AI contribution

Implementation generation

ChatGPT generated the project's C# scripts from requirements, technical direction, project context and iterative feedback.

Developer responsibility

Production ownership

I directed the implementation, integrated it into Unity, resolved compile/runtime issues, tested behavior on devices, iterated against requirements and owned the production releases and maintenance.

08 · Technical documentation

Private implementation, public evidence

The source repository and internal documentation remain private. The portfolio exposes sanitized architecture and workflow evidence instead of proprietary code or raw internal files.

Internal documentation covers

  • Branching and platform release workflow.
  • Localization architecture and usage.
  • Unity IAP subscription integration.
  • Scene overview and application structure.
  • Script/system overview for maintenance.

Confidentiality boundary

No client source code, signing material, credentials, internal product identifiers or raw private documentation is published.

Sanitized Unity Editor workspace used as secondary technical evidence.

09 · Result & evidence

Published on Android and iOS, then evolved after launch

The strongest evidence is a real product that reached both stores and continued to receive technical work after its initial release.

Apr–Sep 2025

Initial production development

Android + iOS

Published platforms

2026

Major localization and subscription update

Ongoing

Maintenance and technical evolution

Verify the product

UNLOCKED is publicly available on both mobile stores

Source code remains private. Store listings, selected product media and sanitized technical diagrams provide the public evidence.