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Ocean View Games
Ocean View Games Text
Accelerating Unity Development – Building a Modular Hypercasual Framework Background

Accelerating Unity Development

Building a Modular Hypercasual Framework

Rapid Prototyping & Reusable Framework Design

Client: Internal R&D (Ocean View Games)

Services: Rapid Prototyping, Tool Development, Hypercasual Design

Platform: iOS, Android

Executive Summary

In the hypercasual market, speed is everything. However, speed often leads to “spaghetti code” that cannot be reused. With What’s That, Ocean View Games set out to solve a long-term efficiency problem.

The primary goal was not just to release a game, but to engineer a proprietary development framework. By treating What’s That as a live experiment, we built a library of reusable core components—audio managers, haptic feedback systems, and UI modules—that now allow us to kickstart client projects 30–50% faster.

The Challenge: “Speed Without Debt”

Client projects often come with aggressive deadlines. The challenge we wanted to solve internally was: How do we reduce the “ramp-up” time for new Unity projects?

We identified that developers waste countless hours rewriting the same basic systems for every new game: button behaviors, sound managers, and screen transitions. We needed a “plug-and-play” architecture that would ensure consistency and quality from Day 1.

The Solution: The “Ocean View” Core Framework

Instead of coding What’s That in isolation, we built it on top of a newly developed, modular architecture.

1. Modular UI & Interaction Library

We developed a standardized UI system where buttons, pop-ups, and transitions are pre-fabricated prefabs.

The Technical Win: Instead of coding button animations from scratch, we now drop in our OVG_Button component. It automatically handles “squash and stretch” animations, click sounds, and disabling logic.

Benefit to Clients: This ensures a polished, “juicy” feel immediately, allowing budget to be spent on unique gameplay features rather than basic menus.

2. Standardized Haptics & Feedback

In hypercasual games, “game feel” is critical.

The Technical Win: We created a wrapper for tactile feedback that unifies iOS (Taptic Engine) and Android vibration protocols.

The Experiment: What’s That served as the testbed to tune these vibrations, ensuring they felt responsive without being overwhelming.

3. The “Global Manager” Pattern

We architected a persistent Singleton structure to handle Audio, Save States, and Scene Management.

The Result: A robust skeleton that prevents common bugs like audio continuing to play when the app is minimized—a frequent issue in rushed mobile projects.

The Experiment: “What’s That”

With the framework in place, we developed the game itself—a fast-paced image recognition challenge.

Objective: Validate the pipeline. Could we go from concept to store submission in a fraction of the usual time?

Outcome: The development cycle confirmed that our modular approach drastically reduced debugging time. Because the core systems were already “battle-tested,” we could focus entirely on the gameplay loop.

The Outcome: A Launchpad for Future Success

While What’s That is a fun, functional hypercasual title, its real value lies in the legacy it left for our agency.

Reduced Time-to-Market: We no longer start from zero. We start with a working audio, UI, and haptic foundation.

Proven Stability: The code used in What’s That has been real-world tested, reducing the risk of technical issues in future prototypes.

Cost Efficiency: Clients pay for their game’s unique features, not for us to reinvent the “Mute Button.”

Contact us to discuss your Unity development needs.

What We Delivered

  • Engineered a proprietary modular Unity framework for rapid hypercasual development
  • Built reusable UI component library with pre-fabricated buttons, pop-ups, and transitions
  • Created cross-platform haptic feedback wrapper unifying iOS Taptic Engine and Android protocols
  • Architected persistent Singleton 'Global Manager' pattern for Audio, Save States, and Scene Management
  • Validated the framework pipeline with a full concept-to-store submission cycle
  • Achieved 30–50% reduction in project kickstart time for future client work

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