This is the second coming of Spymaster. This game was very interface heavy and my main focus was in implementing it. I was also trying to be an art director in this project but I never really had free hands to do that. The era and style is about 20 years after the first Spymaster game. Unfortunately this game never saw global launch but it was soft launched on Android. I liked many aspects of this game and I learned a lot from interface design and implementation and especially how to take everything out of Unity's interface system. I learned how to make systematic and clean interface implementation and how to make things simple for coders. The biggest challenge in this project was I had to make three jobs at the same time meaning I did the graphics, implementation and design at the same time. The design was also changing in rapid pace so it was a lot of back and forth with the graphics.
New agent VFX and interface design. Agent portrait by Emma Kantanen.
Code cracked interface. I always use number 9 for editor temp text.
Graphics in this screen are all temporary but I wanted to have this as an example of a system that takes care of all possible outcomes of the highscore list without a single line of code. Coders only need to call for the correct UI layout variation.