Austin’s Odyssey

Developed by Playrix, Austin’s Odyssey is a new take on the “Scapes” games, where the main story focuses on adventure.

I worked with a team responsible for creating dynamic events and various game features that improved the player experience and kept the game fresh and fun, in addition to the core gameplay.

My role in this department was to develop the logic for new events, lead a team of developers, plan the architecture for features, and oversee the quality of the code and the final product.

Our team handled more than just dynamic events; we were also responsible for features like the HUD, the in-game shop, analytics, and other elements that exist outside of the core Match-3 or story mechanics.

SKILLS NEEDED

C++
Leadership
Gameplay programming

PROJECT TYPE

Mobile game (iOS/Android/Amazon)

PROJECT OWNER

Responsibilities

  • Develop events and features.
  • Developing architecture for our solutions that will be implemented by other developers.
  • Managing the task load of a team of up to 9 members.
  • Doing code reviews.
  • Risk and technology research.
  • Mentoring new members.
  • Working with Git and GitHub.
  • Collaborate in Asana
  • Work with the server team to build multiplayer events.

Technical stack

  • Languages: C++ (Modern standards), Python (Automation and Tooling)
  • Engine: VSO Engine (Playrix proprietary cross-platform C++ engine)
  • IDE & Development: Visual Studio
  • Mobile Platforms: Android Studio (Android), Xcode (iOS)
  • Backend & Infrastructure: Server-side logic maintenance and integration
  • Code Debugging and Profiling: Sentry, Tracy

MY WORK ON PROJECT

Events

I was a core member of the Austin’s Odyssey team from its inception, contributing to the development and implementation of the project’s primary event features, including:

  • Victory Cup – A recurring endgame competition triggered upon completing all available Match-3 levels.
  • Cascades (Ruby Run & Spin Rush) – Progressive milestone events focused on stage-based reward accumulation.
  • Treasure Pass – A seasonal battle pass system featuring integrated free and premium reward tiers.
  • Thunder Hour – A high-intensity, 1-hour micro-competition between small groups of five players.
  • Crown Chase – A large-scale, 48-hour competitive event featuring 50-player leaderboards.
  • Wild Race – A real-time racing mechanic where players compete to reach milestone rewards first.
  • Dive Derby – A win-streak competition where players accumulate points by maintaining consecutive victories.
  • Mega Color Bomb – A streak-based charge mechanic that upgrades the standard Color Bomb booster to double efficiency.
  • Dragon Tower – A 100-player “climb” event where progression is tied to maintaining a flawless (no-loss) streak.
  • Lucky Hats – A pre-level booster accumulation event based on consecutive wins.
  • Secret Dungeon – An exploration-style event utilizing a “fog of war” mechanic where players collect keys to unlock rewards.
  • Crew Battle – A clan-based competitive feature where teams face off for leaderboard dominance and group rewards.
  • Other events under NDA…

Features


Beyond live events, I contributed to the architecture and maintenance of core game systems, including:

  • Main HUD – Engineered the comprehensive HUD system, including the underlying managers and controllers for dynamic icon behavior.
  • Sliding Windows – Developed a modular UI framework for sliding panels and animated transition layouts.
  • Bank System – Maintained the internal bank logic, including offer generation and the real-money purchase (IAP) pipeline.
  • Reward System – Built a centralized architecture for processing and delivering rewards from multiple gameplay sources.
  • Special Offers – Implemented targeted in-game deal systems to drive player conversion.
  • Global Window Flows – Standardized core UI transitions for the Match-3 entry flow, settings menus, and other high-traffic interfaces.

Let’s Work Together

Tell me more about your project