Proxipolus

1 year ago

Proxipolus: the bonanza mini-game, the 3D city board and a runner mini-game

Proxipolus was Proximus's big Monopoly-style activation game. Players move around a 3D city board, reconnect connector tiles, play mini-games, spin for prizes and redeem their tickets for real rewards and vouchers. My role on the project was the backend.

The most challenging part was actually the communication. A whole team of new Unity developers had been contracted while I was away travelling in Thailand, so once I was back I had to get everyone on the same page about how the game and the backend should talk to each other. This is where I feel I really shined. The collaboration went really well, and the flowcharts I made to map everything out were genuinely appreciated by the team.

It stuck with me. Ever since this project I make flowcharts and ERDs at the start of every new project, because they turned out to be such a nice add-on when you are working together with other teammates.

Board navigation, the rewards and vouchers screen, and reconnecting all connector tiles

On the backend itself, the hardest part was the logic around tags, attributes and Airship push notifications. It had to support a lot of users in a very short period, so I really had to think about a solution that could handle that load. I ended up with multiple cron jobs combined with a Google Cloud Tasks queue to push all the API requests through quickly, and I made sure there was proper retry logic for any calls to the Airship API that failed.