Pearl's Peril

About the game: Pearl's Peril was originally developed as a Flash game, then ported to native iOS, and finally brought over to Unity, which is the version I worked on.  It's a hidden object game with a meta game where you explore and develop your own island.

My role:  I was responsible for getting the WebGL version of the game to run directly in the browser, in order to provide a potential replacement for the Facebook version of the game, as well as to show the viability of WebGL for future Wooga games.  I successfully demonstrated it was viable by getting the entire game running in WebGL, which required rewriting or modifying third party plugins to run on a single thread, since WebGL can't support multithreading.  I also implemented the Visit Friends feature for the Unity version, where you can visit your Facebook friends' islands and collect rewards.  I took shifts as Live Operations Engineer, who was in charge of tracking live errors, creating builds, and updating asset and configuration files.

 

The version of the game I worked on is now available to play in any modern browser through Facebook, as well as on Google Play