Sledding Game

Overview

Unity Unity
Steam Steam
Xbox Xbox

Sledding Game is a physics-based multiplayer game where players control a sled and compete against each other in various winter-themed environments. I got the chance to work on Sledding Game while working at Binary Spiders where our team focused on porting for the game's GamePass deal, and title stability. I was mostly responsible for the Xbox port, online services, localisation, and title stability.

Port and Certification

As part of the certification process, I helped audit the build against platform requirements, identified compliance gaps, and implemented the changes needed to pass certification. My focus included platform-aware UI and systems: hiding PC-only elements such as quit buttons and resolution menus, and enabling console-specific flows like preview/consent dialogs and feedback prompts that respect user permissions. I also contributed platform-specific code paths to ensure a consistent, controller-first experience across devices.

I did this by creating some easy-to-use platform-specific components that gave developers an easy way to implement platform specific UI. I made some components that would automatically hide or show components based on their platform, and components that would change a component's navigation based on their platform. This allowed developers to easily create a UI that would work well on both PC and console without having to worry about the underlying platform differences.

I also worked deeply in the companies porting library, creating easy, and re-useabe async functions that would handle the various platform specific flows, such as showing the preview/consent dialog on each platform, and showing the feedback prompt on both PC and Xbox. This allowed developers to easily implement these flows without having to worry about writing platform specific code.

Networking and Online Services

As a core part of the Xbox effort, I helped migrate the networking stack from Tugboat to FishNet (FishyEOS). Alongside that shift, I reworked matchmaking and the lobby explorer to use Epic Online Services (EOS). This allowed us to offer a unified lobby experience between Xbox and Steam with a common backend. I contributed to integration, data flow updates, and the glue code required to keep features consistent across platforms while simplifying maintenance.

Localization

As part of the Xbox effort, we localised the game to 16 languages. I built custom tooling to extract, package, and re-import localization data, streamlining collaboration with our localization team. This included an internal API and in-engine utilities to surface missing or outdated strings, making it easy for designers and QA to spot unlocalized content early. The result was a faster, less error-prone workflow that kept text accurate and up to date across all supported languages

One of the tools I created was an automatic prefab checker. Whenever a developer would open a prefab, this tool would check all the text components for the appropriate localisation components and setup. If any issues were found, a popup menu would appear, outlining the offending texts. From there, developers can click a "fix" button that would add the appropriate components, and link the component up properly, and would only need the developer to then outline the localisation key to use.

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