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