Work

Game concept / Creative production

Word Blocks

Original core-loop concept, followed later by ad creative video and playable production work.

The project

Overview

Word Blocks began during an intensive period of mobile game ideation and Unity prototyping at No-Pact, the independent game studio I had co-founded. I developed the original core-loop idea and made a simple animation to communicate it to the team.

After that concept handoff, I was not involved in the game's subsequent production. I returned after the game had gained traction, taking over ad creative production and later developing related workflows for video and playable ads.

Context
No-Pact mobile game ideation and prototyping
Original work
Core-loop concept and a simple animation used to communicate the idea
Later work
Ad creative video production and playable ad workflows
Status
Released on iOS and Android; current creative production work

Available now

Released game

Word Blocks is available on the App Store and Google Play. These current store screenshots show the released game; the sections below describe my original concept work and the creative-production work I later returned to.

A letter block being placed into a word grid over a flower-field background. Word Blocks level 481 with an incomplete crossword-like grid and letter pieces below it. Word Blocks level 20 with a larger word grid and letter pieces over a mountain background.
Current screenshots from the Word Blocks App Store listing.

Words and shapes as clues

Game idea

The board gives the player two kinds of information at once: incomplete words and the shapes of the spaces they occupy. Familiar block-puzzle pieces complete several words as they are fitted into the board.

Each placement reduces both the word puzzle and the remaining spatial problem. A dense board gradually opens up and becomes easier to read, giving the solve a visible sense of release.

The same visual structure is also legible in short video: familiar block shapes, a crossword-like board, and progress that can be understood within a few seconds.

After returning to the project

Work

Gameplay capture

Unity tools for preparing authored gameplay, recording repeatable interactions, and reviewing how a solve reads in a short video.

Creative variations

Different hooks, board arrangements, palettes, backgrounds, layouts, timing, and end treatments built around recognizable game behavior.

Batch production

Repeatable rendering, named variants, format checks, contact sheets, and delivery preparation for producing and reviewing groups of videos.

Playable ads

A related lightweight HTML workflow that uses Unity-authored levels and creative structure to produce versioned, browser-tested playable variants.

Cotex / Kalbim Duracak