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Project 05 - 3D Endless Runner

Rushline

Rushline is a 3D mobile endless runner where the player survives by switching lanes, jumping, sliding, avoiding dynamically generated obstacle patterns, and progressing through an increasingly difficult run.

Genre 3D Endless Runner
Engine Unity 6000.3.10f1
Language C#
Platform Android / Mobile
Project Type Production-style system project
Complexity High
Focus Gameplay Systems / Architecture / Firebase / AdMob

Overview

Rushline is a mobile-focused 3D endless runner where the player survives by switching lanes, jumping, sliding and reacting to dynamically generated obstacle patterns.

The project was developed as a more production-oriented Unity project with modular architecture, dependency injection, configurable gameplay data and separated services for gameplay, UI, ads, authentication, leaderboard, audio and save flow.

The goal was to build a complete Android-ready runner with scalable systems, Firebase authentication, leaderboard functionality, AdMob rewarded ads and a clean structure that goes beyond a simple gameplay prototype.

What I Implemented

  • Complete 3D endless runner gameplay loop
  • Player controller with lane switching, jump and slide mechanics
  • Player state machine for idle, run, jump, slide and death states
  • Mobile swipe input and editor keyboard input strategies
  • Procedural road generation with segment cleanup / recycling
  • Dynamic obstacle pattern spawning and difficulty scaling
  • Score, best result, defeat, restart and continue flow
  • Rewarded ads revive / continue system using AdMob
  • Firebase login, registration and logout flow
  • Leaderboard submission and top players display flow
  • UI windows, popups, HUD, settings and defeat screens
  • Save data for sound, music and player preferences

Technical Case Study

Technical decisions

  • Used a player state machine for idle, run, jump, slide and death states
  • Built procedural road generation with segment cleanup / recycling for endless runner flow
  • Integrated Firebase authentication, leaderboard flow and AdMob rewarded revive as production-style features

What problems I solved

  • Kept lane switching, jump and slide behavior responsive across mobile swipe input and editor testing
  • Handled obstacle patterns, difficulty scaling and score flow without breaking gameplay readability
  • Connected login, leaderboard, rewarded ads, restart and continue flow into one Android-ready project

Result

  • Most production-like project in the portfolio with gameplay, UI, backend and monetization systems
  • Demonstrates architecture thinking, mobile feature integration and complete game flow ownership
  • Shows readiness to work on real Unity mobile tasks inside a team project

Gameplay Media

Rushline screenshot 1
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