Bullet Force

My work

Click Here to go to the Play Store and Here for the App Store. Click Here if you want to play the WebGL version.

03/07/2023

Bullet Force is a cross-platform multiplayer game available for Android, iOS and WebGL. It has over 18 million downloads (on each of its platforms) and has hundreds of thousands of active users per day.

This is an amazing multiplayer FPS game with great 3D graphics, it was one of the pioneering FPS games for mobile with its release in 2016. You have the ability to purchase weapons and extensions such as deadly machine gunners and RPGs. Not to mention the incredible abilities that can be used after getting killing streaks. Show off your skills and become the Bullet Force champion!

Accomplishment

  • Bug fixes in each of the patches.
  • SCRUM methodology to be able to release an update every 15 days. Having daily status calls and using Jira along with Slack.
  • Creating a game flow for very first time users.
  • Refactoring and creating new steps for the tutorial.
  • Creation of the MVP screen (refactoring the endgame that the game had at the time).
  • Improved the UI depending on the resolution of the devices, adding new features and uses.
  • Use of Photon Pun 2 services for multiplayer.
  • Use of server-backend for storing player information through json and xml files.
  • Server-client communication through apis services.
  • Creation and implementation of the whole system of 'Daily Login Reward' a system that rewards the player with in-game rewards if he enters the game every day, being this difficult to modify because it uses calls to the cloud to get weather information and using a system of anticheat to not be able to modify locally the rewards added.
  • Creation of a FPS panel that shows the player his frames per second in real time.
  • Use of in-game data analytics, in this case Flurry Events.
  • UI animations created by code.
  • Update of new offers for skins and client-company communication for in-game microtransactions.
  • Implementation and use of ads in both mobile and WebGL. Using offerwall, crazygames ads, tapjoy, among others.
  • Robust processes for debugging the program, such as using Rider with endpoints.
  • Process of reading old code. This game was released in 2016, so there are thousands (or even millions) of lines of code to read to understand the flow of the program, this was possible thanks to the different use of software such as Rider or Visual Studio.