Go BackSelected work / Case study

Mobile game / Product experience

Gemmoki

Little monsters. A lot of decisions.

Gemmoki is a monster-duo puzzle battler from Syed Interactive LLC. It combines gem matching with character abilities, turning a familiar board into a game of planning, timing and personality. The product website introduces the game through its creatures and real gameplay imagery.

Focus
Puzzle battle experience
Platform
iPhone & iPad
Studio
Syed Interactive LLC
Gemmoki's official artwork with two monsters and the tagline Little monsters. Big moves.
01 / Project previewOfficial Gemmoki campaign artwork from Syed Interactive LLC.

Gemmoki starts with an accessible idea: choose two monsters and play on a board of gems. The depth comes from what those choices enable. Monster abilities, combinations and arena rules give each match decisions beyond simply finding the next available match.

The product challenge is to make that depth inviting on a small screen. Players need to recognise their creatures, read the board and understand the effect of a move. The website has a related job: communicate the personality and the play loop without requiring someone to understand every mechanic before becoming interested.

A duo gives the board a personality

Players select two monsters with different abilities. Gem combinations can contribute to extra moves, healing and damage, while arena rules bring variation to the board. Character artwork and a visible battle setting connect those mechanics to a world a player can recognise.

Different ways to share a match

The official game presentation includes solo AI play, local pass-and-play, random matches and private rooms. Each mode supports a different situation, from learning a new duo alone to inviting a friend with a room code. The website introduces those choices as separate, understandable entry points.

Explain the collection honestly

The official roster contains 21 monsters: nine included and twelve available as optional permanent purchases. The presentation distinguishes the included collection from extras and describes player levels as XP progression. This keeps the product explanation specific instead of confusing levels with campaign stages.

03 / Inside the project

The technology behind Gemmoki

The languages and tools used to bring the project to life.

The stack

Unity & C#
Game scenes, board rules and monster behaviour
ShaderLab & HLSL
Materials and visual effects
Unity Netcode
Networked gameplay foundations
JavaScript & Workers
Supporting purchase-entitlement service

Code by language

Gemmoki: Code by languageC#: 80.6%, ShaderLab: 12.2%, HLSL: 2.0%, JavaScript: 1.9%, Other: 3.2%. Share of source code.80.6%C#
C#
80.6%
ShaderLab
12.2%
HLSL
2.0%
JavaScript
1.9%
Other
3.2%

Gemmoki brings character art, a tactical play loop and a product website into a coherent game presentation. Gameplay screenshots show the board and the battle context, while the site explains modes, progression and the collection in plain language.

The official game page links to the iPhone and iPad release on the App Store. This case study covers the product experience and its presentation, from the two-monster team to the way the website introduces a first match. For a mobile product, showing what people actually do is often more useful than presenting a long list of features in isolation.

Have something in mind?

Let’s build your next project.

Tell me what you want people to do, and we can work out the right experience to support it.

Let’s talk