Resque

December 5, 2025

A survival city game made for iPad where you can build, upgrade, and save the city from an earthquake

Unity
Resque

Overview

Resque is a survival city-builder developed for iPad that challenges players to rebuild a civilization shattered by seismic activity. To win, players must reach a target population goal while maintaining structural integrity through increasingly difficult earthquake rounds. It combines the strategic planning of a tycoon game with the tension of a survival simulator.

Gameplay Highlights

  • Population Milestones: Strategically build housing to hit specific population targets required for victory.
  • Economic Engine: Construct and manage business districts to fund city expansion and emergency services.
  • Disaster Mitigation: Upgrade S&R centers, Hospitals, and Police Stations to protect your citizens and buildings during earthquake waves.
  • Victory Conditions: Survival isn't enough; players must balance growth and safety to meet objectives before the final round concludes.

Tech Stack

  • Engine: Unity
  • Platform: iPadOS
  • Version Control: Git LFS (Large File Storage)

My Role

As the Lead Developer, I managed a team of two other developers while overseeing the technical roadmap. My specific contributions included:

  • Gameplay Architecture: Developed the core logic for the building systems, population scaling, and the earthquake "wave" mechanics.
  • Team Management: Assigned and reviewed tasks for the development team, ensuring code consistency and feature alignment.
  • DevOps & QA: Implemented Unit Testing to ensure game stability and established a CI/CD pipeline to automate builds.
  • Release Management: Handled the end-to-end App Store submission process.

Learnings

  • Unity vs. SpriteKit: Transitioning from SpriteKit to Unity revealed the power of a GUI-centric workflow. I found that Unity’s visual editor allowed for much faster iteration on UI and level design compared to code-only frameworks.
  • Scaling Version Control: Implementing Git LFS was a critical learning curve. I learned how to manage large binary assets effectively to ensure the team could collaborate without repository bloat.
  • The Lead Mindset: This was my first time managing other developers. I learned the importance of clear task delegation, maintaining a solid CI/CD pipeline to prevent "breaking the build," and the value of automated testing in a collaborative environment.
  • App Store Success: Successfully navigating the Apple review process and launching Resque on the App Store provided invaluable experience in the final lifecycle of game development.