Bejeweled Project
An individual Unity/C# match-3 exercise completed within a self-imposed eight-hour timebox, focused on rapid delivery of a playable gameplay loop.
Project context
Bejeweled Project was an individual Futuregames assignment that I used as practice for work-sample-style development tasks. I gave myself a fixed eight-hour timebox for the entire implementation and completed the playable exercise within that limit.
The project was built in Unity 2021.3.16f1 with C#. All custom project code was my own.
What I implemented
I implemented an 8x8 board populated with randomized gems, logical grid-position tracking, gem selection and swapping, horizontal and vertical match detection, gem removal, board refill, cascades through repeated rescanning, and scoring.
The main gameplay logic is concentrated in a compact set of scripts. GameHandlerScript manages board generation, swapping, match detection, removal, refill, and continued scans after the board changes. GemPrefabScript forwards gem selection into the game handler, while ScoreScript maintains and updates the score.
Timeboxed delivery
The main value of the project is the delivery constraint rather than feature breadth. The eight-hour limit covered the complete implementation and was deliberately used to practice building a small playable system under work-sample-like conditions.
This was a compact exercise, not an attempt to reproduce every production Bejeweled or match-3 rule. I therefore present it as evidence of individual Unity/C# implementation and rapid delivery rather than as a complete Bejeweled clone or production-ready match-3 system.
Art and source
The visual assets in the repository are credited to Krasi Wasilev and are not my work. The repository identifies them as Creative Commons assets without specifying the exact CC variant.
The historical implementation is available in the public GitHub repository.