C#

C# is the language of our game code. It is where swipe gestures turn into game actions, levels get harder and scores are saved.

How we use C#

Casual games live or die on how input feels. We write gameplay code that samples touch paths precisely, reacts within a frame and keeps rules separate from visuals, so difficulty can be tuned without touching rendering code.

Progression systems such as unlockable levels and per-level records are data-driven: designers adjust numbers in configuration files rather than asking for code changes. Profiling on low-end Android phones is part of every milestone, because a game that stutters there loses its players.

What we build with it

  • Gameplay systems: input, rules, scoring
  • Level progression and unlock logic
  • Editor tools for designers to tune levels
  • Save systems for offline play

Toolkit

  • Unity
  • .NET
  • Input System
  • Unity Profiler
  • NUnit

How we keep C# code healthy

  • Game rules tested without rendering
  • Frame time measured on entry-level devices
  • Object pooling to avoid garbage collection spikes
  • Level data kept in versioned configuration

Questions about C#

Do you make games with ads or purchases?

We build what the design calls for. Our own arcade title Ice Carve is fully offline, with no ads and no accounts.

Can you work on an existing Unity project?

Yes, starting with a review of the project structure and performance on target devices.

Discuss a C# project

Discuss a C# project

Describe the app or the code you have. We reply by email with questions or a time for a call.

Prefer email? Write to [email protected]. You can also send any documents there.

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