Trenga

GitHub
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Adobe Photoshop
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Autodesk Maya
Unity

About:

TRENGA is a free strategy puzzle game inspired by classic casual titles. Players explore the bottom of the ocean, rescuing sea animals known as Buddies, who assist throughout the puzzles. The objective is to fit all blocks into the correct spots, completing lines on all four sides of the tower to make it collapse and reveal chests filled with rewards.

If you enjoy classics like Tetris or other puzzle games involving blocks, bubbles, bricks, and marbles, you will love TRENGA: Block Puzzle Game. Play and uncover the mysteries of the ocean floor in a fun and addictive experience.

Studio: Flux Game Studio.

Engine: Unity3D.

Platforms: Android/iOS.

Launch day: Dec, 2016.

Development Period: Jun, 2016 – Jan, 2017


Key Features:

  • Lots of fun levels with challenging towers.
  • Unlock and collect Sea Buddies, each with unique abilities to help solve puzzles.
  • Upgrade your Buddies.
  • Collectibles.
  • Earn extra bonuses based on time and sequences of correct moves.

My Role:

  • Created shaders using Unity CG for towers, Buddies, and water FX.
  • Created particle VFX.
  • Documented the Buddies implementation pipeline and supported its integration.
  • Modified the Unity UI Image component to create custom gradient effects for result screens and to support specific visual requirements for Buddy shaders, including color and gradient customization.
  • Assisted with the iOS porting process.
  • Created and implemented UI animations.
  • Supported game optimization efforts.
  • Modeled all 3D Assets in the game.

Some Work Examples:

This project required a significant amount of UI animation, VFX, and custom shader work to achieve the desired visual quality. Many interface elements were designed to move dynamically across the screen, requiring careful coordination between animation, effects, and gameplay feedback systems.

Below are examples of the animated victory and defeat screens.

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The game also features an Aquarium where collected characters are displayed and where players can gather resources, level up characters, and manage progression. For this screen, I developed a lightweight wave shader that simulated underwater motion across the water surface, vegetation, and resource containers. The scene was built around a scrollable layout containing pre-positioned character instances.

Below are examples of the Aquarium system in action.

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The Aquarium also includes character progression and evolution mechanics. To support the art team, I created a character shader that allowed artists to customize colors and blend between multiple color gradients directly within the material. All particle effects and visual effects featured throughout the game were created and implemented by me.

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Players can unlock new characters by completing stages. The following example showcases the full acquisition flow, including the UI animations, VFX, and reward presentation sequence.

There is also the level select screen, which has a path, and this path has a custom bezier script so it behaves like a spline and also has this custom shader for it, so because of this, it was easy to draw the path through the level select level.

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