Green Hero: Challenge Time is a collection of fast-paced mobile mini-games developed for the "Mon Éco Pote" association. Players face quick skill-based challenges centered around eco-friendly actions, learning environmental habits through fun gameplay.
Project Highlights
- Mobile mini-game collection (Unity + C#)
- Team of 3-4 people (variable team size)
- Dual role: Gameplay Programmer & Project Lead
- Playable beta version
The Project
Mon Éco Pote is an association dedicated to promoting eco-friendly habits. Green Hero: Challenge Time is their flagship mobile game, designed to make environmental awareness fun and accessible through quick, arcade-style mini-games.
Mini-Games
The game features several skill-based challenges, including:
Waste Sorting
Sort falling waste into the correct bins as fast as possible before time runs out.
Pedal Power
Pedal furiously to charge a battery and power up devices with clean energy.
Solar Panels
Clean dirty solar panels to maximize energy production before the sun sets.
And several more mini-games to discover...
My Role
As Gameplay Programmer & Project Lead, I wear two hats on this project:
Gameplay Programmer
- Implementing mini-game mechanics and core gameplay loops
- Building modular architecture (one script per mini-game)
- Ensuring code quality and maintainability
- Mobile optimization and performance
Project Lead
- Coordinating a variable-size team (3-4 members)
- Managing tasks and sprints via Jira
- Writing technical and design documentation
- Integrating artist contributions into the pipeline
Team & Methodology
Working with a variable team size requires flexibility and clear communication. I established workflows that adapt to changing availability while maintaining project momentum.
Tech Stack
Architecture
The project uses a modular architecture where each mini-game is self-contained in its own script. This approach allows team members to work on different mini-games simultaneously without conflicts, and makes it easy to add new games to the collection.
Challenges & Solutions
Variable Team Coordination
Managing a team that changes size between phases requires flexible planning. I implemented clear documentation and modular task assignments so work can continue smoothly regardless of who's available.
Limited Art Resources
With few artists on the team, I focused on programmer art and placeholder systems that can be easily swapped when final assets arrive. This keeps development moving forward without blocking on visuals.
Code Consistency
Ensuring consistent code quality across the team required establishing clear coding guidelines and conducting regular code reviews. This helps maintain a clean, maintainable codebase.
Difficulty & Accessibility Design
Balancing difficulty curves and accessibility for a wide audience (including children) required iterative testing and careful tuning of game parameters to ensure fun without frustration.
Technical Documentation
Creating comprehensive technical and design documents ensures knowledge transfer and helps onboard new team members quickly. I established templates and processes for consistent documentation.
Current Status
The project is currently in playable beta with core gameplay implemented. Visual assets are being finalized, and we're iterating on difficulty balancing based on playtesting feedback.