← All work
ShippedGame2018
Arena of Honor
Real-time arena combat: pick a hero, master a build and climb the ranked ladder.

A real-time multiplayer arena fighter with heroes, builds and ranked matches.
My role
Solo developerSolo developer: built the whole game end to end
Team
Siligin Software · Mar 2018 — Mar 2019
Platforms
- iOS
- Android
Stack
- Unity
- C#
- Photon
Solo developer
What I did
- 01Built the game alone, from the first prototype to the store release.
- 02Wrote the core gameplay loop and all game systems in Unity / C#.
- 03Built the UI, menus and game flow, and integrated every art, animation and audio asset.
- 04Set up in-app purchases and the store products.
- 05Integrated ads with mediation across several ad networks, plus analytics.
- 06Photon real-time networking and ranked matchmaking.
- 07Prepared and published the builds for iOS and Android.
What stands out
- 01Photon networking and a ranked matchmaking system.
- 02Multiplayer networking built on Photon, including the Photon Unity Networking (PUN) layer.
- 03Backend/analytics stack: GameSparks SDK for server-side player data and config.
- 04Facebook SDK for Unity integrated, covering App Events, App Invites, App Links, App Requests, Dialog Share, Graph Request and Pay — used for social login/friends, sharing, and monetization touchpoints.
- 05UI/UX work spans a Ranks screen (friends/global leaderboards with all-time + weekly columns), a settings/menu screen (name entry, language switch, sound/music toggles, report action), and a Friends screen (search + Facebook friend import).
- 06Playable multiplayer test builds were prepared for internal testing on Windows as well as the shipped iOS/Android release.
- 07A later tester build added painterly hero key art for a hunter, mage and rogue character class plus a dark splash/logo screen.
- 08A post-match results flow: a hand-drawn-style 'ROUND n' per-round comparison screen (You vs Opponent damage/health/attacks/defended-attacks) and a 'WIN' summary screen with an experience-gained readout, consistent with the combat-stat tracking implied by the Ranks/leaderboard screens.
See it in action











