2D side-scroller (procedural terrain)
This was one of my first proper mobile game prototypes.
More information
When I was freelancing, someone reached out because they wanted to prototype a mobile game with procedural terrain. The idea was that they wanted to see, how big one could make game worlds on such limited hardware, as well as how well procedural terrain fragments could fit together to provide good environments.
What I did
Here I once again opted to use the Unity game engine, which was well suited for processing both the input from various devices, as well as loading and unloading the chunk data. It was a bit challenging to setup everything to generate large worlds with multiple layers of foliage, basic biomes, day and night cycles, as well as some weather (rain effects).
What I learnt
I'd say that it was a good learning experience in how to ensure decent performance, no doubt thanks to the well optimized C# runtime even back in the older versions of Unity. In the end, the project could easily run at above 30 FPS even on lower end hardware, hitting closer to 60 FPS on mid or high end mobile devices, with stable 60 FPS even on lower end laptops with integrated graphics.