Vira Games · Runner · 2024
Towers of hundreds of cubes that cost the same draw calls as one.


Frame rate read from an on-screen counter on the target device; drops traced with the Unity Profiler.
A runner built on one move: the cube you drive splits in two and merges back — the numbers on it halve and combine with it — and every obstacle is cleared by choosing the right state. The ending was ours, not a brief: the cubes ride a pipe down into a bucket, splitting through gates on the way. On top of the run sat a meta where you build figures out of hundreds of cubes.
Feel
The run is one move: the cube splits in two and merges back, and the numbers on it split and combine with it.
With that little input, everything rests on how the cube feels, so I kept real physics for the movement instead of scripting it — the opposite call from the cutting game, for the opposite reason.
The split and merge animations had to look edible. The artist supplied a blendshape and I drove its value, then spent a long time on the tween parameters so one animation hands over to the next without a visible seam.
The meta tool
The meta builds figures out of hundreds of cubes, and models arrived already cut into thousands of them. Drawn one by one, a structure would cost as many draw calls as it had cubes.
My editor tool baked those cubes in chunks, bottom to top, using Mesh Baker. The result was handed back as a skinned mesh rather than a plain one, so an individual cube inside a baked model stayed a controllable object — baking usually takes that control away.
At runtime the object holds a transparent blueprint before construction, loads one floor, collapses the finished floor into a single boneless model, then loads the next.
The cost was honest and immediate: one model now produced a lot of meshes and prefabs. I paid for it with Addressables, loading the parts on demand instead of shipping them all.
I built this one end to end — gameplay, menus, progression, shop, skins, tutorial, ads and store builds. These are the parts worth naming.