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Bloom Blast

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Game Info

Title: Bloom Blast

Company: MassDigi

Platform: iOS and Android

Genre: Puzzle

Engine: Unity

Duration: January 2020 - Present

Team Size: 4 on-site, 9 total

Project Status: Launched

Installs: 1000+

My Role

Position: Producer/Design Intern

Major Contributions:

- Unity Cloud Build Implementation

- Interdisciplinary Communication

- Analytics Data Aggregation

- Level Design

- Asset Implementation

Store Links

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Project Summary

Bloom Blast is a Match-3 type puzzle game, akin to that of games like Juice Jam and Sumi-Sumi. The goal of the game is to match plants to fulfill orders that customer give you at the top of the game board. Once you fulfill the specified amount of orders, you win the level. The only constraint is you have a limited amount of moves to fulfill the specified orders or you will fail. To help fulfill as many orders as possible, there are multiple different powerups you can get based on how large of a match you can make. 

Bloom Blast features four different worlds with more being added in the future, each with their own unique color palettes and designs. As you progress through the game, new mechanics are introduced to keep the gameplay exciting and ever-more difficult!

Responsibilities and Key Takeaways

Cloud Building

The first major task I undertook was setting up automated cloud building through the Unity Dashboard. This was accomplished by linking our project's Plastic SCM Repository to Gitlabs, which was then linked to Unity Dashboard. Before my time with this internship, I had never worked with cloud building or had any real experience with building games. Only a few months afterwards, I became one of the go-to developers when other people had questions about cloud building. 

 

 

 

 

 

 

 

 

 

Experiencing issues brought on during the build phase of these projects gave me very valuable insight, as well as a grasp of how such issues can occur. This insight further fed into my other responsibilities, such as my communication with our external art team. Working with Lesley University, we had an outer team of artists who individually had little to no experience with game art, and we were able to produce multiple release-ready assets rapidly with little disruption to the typical workflow. 

Level Design

Another task I helped with was building out the overworld within Bloom Blast. One of the goals this semester was to add 40 new levels to the game, and the way our game is setup requires us to switch the environmental area every 10 levels. To accompany this influx of content, we planned out and executed two new areas: the Beach and Snowy Forest world. It was my responsibility to build out these levels and implement them properly, adding in new models created by our external art team.

New levels can be added to the overworld with minimal issues and, through careful communication with our art team, transition from the previous areas seamlessly. With each new world, the in-game board background also changes accordingly!

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© 2025 Bret Halkyard

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