DigestInn: a Dieting App by GainPlay Studio
Project Overview
Top Summary: Developed the “DigestInn” mobile game, an educational and engaging title centered on the human digestive system. I was responsible for the full-cycle development of game mechanics, database integration, and the deployment of Android builds.
| Quick Stats | Details |
|---|---|
| Role | Unity3D Developer |
| Duration | Jan 2017 - Sep 2017 |
| Stack/Tools | C#, Unity3D, MySQL, Android SDK, Git |
| Link | Link to Gainplay Studio |
1. The Challenge
Educational games often struggle to balance accurate data representation with smooth, interactive gameplay, especially when syncing player progress to a persistent database.
- Problem: The project required a seamless connection between the Unity client and a remote MySQL database to store player progress and game state without interrupting the mobile user experience.
- Goal: To deliver a stable, performant Android build of “DigestInn” that correctly handles data persistence and provides a fluid gameplay experience on mobile hardware.
2. My Solution & Technical Approach
I utilized the Unity3D engine to build the client-side experience while engineering a robust bridge to the backend database.
- Architecture: Implemented a decoupled architecture where the Unity game manager communicated with a MySQL backend. This ensured that player data (scores, unlocked levels, and digestive stats) remained persistent across sessions.
- Key Decisions: Opted for a modular C# scripting approach to handle game events. This allowed for easier debugging of the “digestive mechanics” (the core game loop) and simplified the integration of the database API.
- Code Highlights: Developed a custom Backend Integration Layer in C# to handle asynchronous data requests. This prevented “frame stutter” during network calls, ensuring that the UI remained responsive even during slow data syncs.
3. Implementation & Overcoming Obstacles
- Hardest Challenge: Managing the Android build pipeline and ensuring consistent performance across various mobile screen resolutions and hardware specifications.
- Resolution: I optimized the Unity rendering pipeline and implemented a robust Android build process. By profiling the game on target devices, I identified and resolved bottlenecks in the MySQL integration and asset loading, resulting in a stable and lightweight APK.
4. Results & Conclusion
- Measurable Impact: Successfully owned the end-to-end deployment of Android builds and established a reliable data-syncing system. The game successfully integrated educational content with a functional backend, providing a scalable foundation for future content updates.