Games

No-Pact / Mobile prototype / 2021-2022

Ball Sweep

A physics puzzle about triggering mechanisms in the right sequence to move groups of balls through compact levels.

Team prototype

Overview

Ball Sweep was developed at No-Pact as a mobile physics-puzzle prototype. Each level arranged groups of balls, sweepers, platforms, and a collection target into a compact chain of physical actions. The player had to read the route, trigger mechanisms in a useful order, and deliver enough balls without losing them along the way.

The project grew beyond an initial mechanic test into a large level-design and review process. The working notes cover level ordering, tutorials, camera transitions, aspect-ratio framing, physics failure cases, difficulty, visual clarity, and recordings prepared to compare different level and presentation choices.

Context
No-Pact team prototype
Period
2021-2022
Built with
Unity and physics-based level scenes
Status
Prototype developed through internal playtesting and review

Level loop

Game

  1. 01Read the route

    The level presents groups of balls, mechanisms, obstacles, and the collection target as one compact physical layout.

  2. 02Trigger mechanisms

    Sweepers and other devices are activated in a useful order and at the right moment.

  3. 03Preserve enough balls

    Poor timing can send balls off the route, leave them behind, or make the remaining sequence harder to complete.

  4. 04Reach the requirement

    The level is completed by delivering the required number of balls to the collection point.

My contribution

Work

Project and gameplay direction

Directed the prototype's development and shaped its core loop, interaction rules, gameplay feel, and priorities for each iteration.

Level system and progression

Designed the reusable level structure and individual levels, introducing mechanics and physical situations through a deliberate difficulty progression.

Physics and mechanics

Developed and tuned ball behavior, sweepers, obstacles, and collection rules so their interactions remained readable and responsive across repeated play.

Visual design and VFX

Established the prototype's visual language and created effects, camera framing, and feedback that clarified movement, hazards, interactions, and outcomes.

Selected prototype evidence

Material

Prototype screenshot A Ball Sweep prototype level with stacked wooden platforms, colored balls, sweepers, and a collection target.
A later prototype level with stacked wooden platforms, colored balls, sweepers, and the collection target below.
Early mechanic recording
A compact playtest used to study how one-input sweepers moved and separated groups of balls.
Level and hazard recording
A later arrangement combining a larger ball group, multiple mechanisms, hazards, and a final collection area.

Cotex / Kalbim Duracak