My Time at SuperGaming: Indus, Battle Stars & Hypercasual
From a large-scale battle royale to a Google Play award-winning hero shooter and rapid-fire hypercasual titles. Here's everything I shipped at SuperGaming.

SuperGaming is where I cut my teeth on live, large-scale mobile games. Over the course of my time there I worked across four shipped titles, each very different in scope and genre, but all built in Unity and all live on the stores today.
Here’s a rundown of what I worked on and what I learned.
Indus Battle Royale
A futuristic battle royale where you fight as a Mythwalker on the island of Virlok. Secure Cosmium or be the last one standing to claim victory. Published on both iOS and Android with 5M+ downloads.
I was a Game Developer on the team for over a year (Jan 2024 - Present), implementing content items and product-level features end to end:
- Calling Cards with stat trackers that track player performance
- Leaderboard System for competitive rankings
- Mission System for daily and seasonal objectives
- Battle Pass implementation, the full progression loop
- Gacha systems for cosmetic item distribution
- Various generic UI systems used across the game: navigation tabs, notification system, reusable popups
Tech: Unity 3D, C#, Git, Jira, GitHub, SourceTree
Play Store / App Store / Website / Trailer
Battle Stars: 4v4 TDM & BR
An online multiplayer hero shooter with 4v4 Team Deathmatch, 3-player Squad Battles, and Battle Royale modes. Won Best Made in India Game at Google Play Best of 2023. 5M+ downloads, 4.2-star rating.
I was on the team for about 6 months (Aug 2023 - Jan 2024) as a Game Developer. My main contributions:
- AI Bot Behavior: took ownership of the bot system. Built custom behavior tree nodes to simulate real player behavior. Bots could intelligently use all player abilities: grenades, aim and shoot, health, speed, revive
- Grenades: implemented the full grenade gameplay feature
- Culling Optimizations: performance work to keep things smooth on mobile
- Zombie Mode: implemented the complete zombie mode end to end, including UI, HUD, and AI behavior systems
- Bug fixes and polish for the global launch
Tech: Unity 3D, C#, Git, Behavior Designer (Behavior Trees), Jira, GitHub, SourceTree
Play Store / App Store / Trailer
Block vs Tower: Merge Puzzle
A unique blend of brain-teasing block merging and fast-paced tower assault. Drag and drop shaped blocks into the board to spawn unit forces (warriors, archers, and mages) that then attack the tower.
I worked on this as a Gameplay Programmer over about 5 weeks (mid Feb 2025 - present). Implemented both gameplays from scratch:
- Simulation Battlefield: different unit varieties (warrior, archer, mage) with their own behaviors
- Block Grid Gameplay: the complete gameplay logic including:
- Powerup system
- Merge combo calculation system
- Option generator with difficulty-tweaking parameters that always generates solvable options, only punishing when the player makes wrong moves
- Analytics integration and rewarded ad videos
Tech: Unity 3D, C#, Git, Odin Inspector
Home Paint Puzzle
A relaxing color-sorting puzzle game where you sort paint cans by color, fill buckets, and watch gray buildings come alive as you build your own vibrant town. Bakeries, ice cream shops, pizza parlors, each level is a new building to paint.
Under the hood, Home Paint Puzzle shares a lot of common systems with Block vs Tower. The core game framework, UI patterns, analytics, and ad integration were built to be reusable across both hypercasual titles. This let us ship faster without rebuilding the wheel each time.
What I Took Away
Working at SuperGaming meant shipping across very different scales, from a battle royale with millions of players to a 5-week hypercasual sprint. The common thread was always Unity, C#, and the discipline of building systems that are clean enough to ship and flexible enough to iterate on post-launch.
Game Programmer & Co-Founder of PixelPunch LLP. I ship games, build tools, and make the web work harder.
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