Brawl Saloon
Code language : C#
Software : Unity engine, Github an Trello
Team size : 8
My role : developer
Date : 16-03-2026 t/m 22-05-2026
Introduction to this project
This is the project I helped creating for my exam. Brawl Saloon is a real-time combat and match-3 hybrid game designed for mobile devices.
The goal as the player is to match as fast as possible to attack the foo's and to avoid the attacks from the foo by dodging them. By filling up the different kind of bottles you as the player will attack or get a power up to defeat your foo. But be carful if you see red on your screen your foo is going to strike back. Dodge in time or your board will be reshuffled.
My Contribution to this project
My contribution to this project is designing and creating the grid for the board and the logic behind the match 3 system.
Grid system
I designed the grid system with performance, flexibility, and maintainability in mind. The system separates Data, Logic, and Visuals, allowing the gameplay logic to operate independently from the visual representation. This makes the system easier to expand with new block types, mechanics, and visual themes without changing the core grid logic. The visual layer also uses object pooling and DOTween to keep the system performant on mobile devices.
Want to know more about how the system works? → View the technical breakdown Data driven grid system
Match 3 system
I designed an action-based system to have full control over the Match-3 gameplay flow, including the ability to chain and cancel actions. The system separates the gameplay flow into individual actions, allowing each action to handle its own logic while the processor manages the execution and chaining. I also created a debug window to visualize the action flow and make complex chained actions easier to debug. Match effects are handled through channels, allowing new effects to be added without tightly coupling the gameplay systems.
Want to know more about how the system works? → View the technical breakdown Match 3 action system

