CASE STUDY / MOBILE GAME

breaker:
Block Breaking

A casual mobile game built around a 30-second session, with progression and discovery designed into every run. I led its planning and development as both engineer and producer.

Gameplay from the mobile game breaker PLAY MOVIE ↗
Result
1M downloads
Role
Engineer /
Producer
Development
3–4 months
Team
2 people
Technology
Cocos2d-x

I reimagined the familiar block-breaking format as a mobile game where players can feel meaningful progress even in a short session.

Players break blocks for 30 seconds, spend the coins they earn to upgrade the paddle and ball, and advance into new worlds with larger targets. I built a prototype at the earliest planning stage, validated the core experience, and used those findings to guide production.

Concept and prototype

Turned the idea into a playable prototype quickly and tested the expanding-world experience that set it apart from traditional block-breaking games.

Game design and development

Replaced an item-based progression system with gradual level upgrades, then designed boss blocks and a post-completion gameplay loop.

Game balance

Focused especially on the opening minutes, repeatedly playtesting and tuning difficulty and progression speed.

Monetization experience

Integrated in-app purchases and advertising into the experience, presenting rewarded video as an optional gift rather than a forced interruption.

30 SEC.

Easy to understand, quick to replay

A clear 30-second rule lowers the barrier to entry, while upgrades and new block types give players a reason to continue.

GROWTH

Turn earlier struggles into visible progress

Boss blocks return later and become easier to break, communicating growth through play rather than through numbers alone.

ENDLESS

Keep the world expanding

After the first completion, backgrounds loop while upgrades and high-score challenges continue, supporting longer-term play.

1,000,000DOWNLOADS

The game reached one million downloads. In an interview published in 2015, its approximate next-day retention was reported at 70%, with seven-day retention at roughly 25%. The interview also covered its revenue design across in-app purchases, rewarded video, and display advertising.

The retention and revenue figures are historical estimates reported in the September 2015 interview.

REFERENCES

External coverage