TETRIS BLITZ
Developed by Electronic Arts
My Role
I worked as a generalist engineer on free-to-play title Tetris Blitz for Android and iOS at Electronic Arts.
Project Difficulties
The game had a rapid iteration cycle both in development and in live ops, requiring engineering support for new content. In addition, it was based on a proprietary engine in C++, and the lead programmer had left without proper knowledge transfer.
My Solution
I was exposed to many new problems during this project. I learned how to manage time between rapidly creating new features and fixing existing bugs by working closely with internal QA and automated exception reporting tools. Over time I was able to improve code quality and bring down the bug count, which was critical for a game installed to tens of millions of devices. I’ve carried an obsession for high quality code from this project to everything else I’ve done since.
Notable Features
“Power-ups of the week” development with new spins on Tetris blocks and custom art from both in house and promotions from brands like Toyota and Wheat Thins.
Internal tools in C#/Windows Forms
Limited time challenges
Cloud saving
UI and gameplay systems
Integrated multiple 3rd party SDK’s using C++ and Objective-C within a custom build system.
Tetris Blitz has unfortunately since shut down, but it had a great 7 year run!
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