Spanky's Battle Swing
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Spanky's Battle Swing

A 3D rhythm-platformer game that won the IncrediBol 2022 award — I designed and built core mechanics for the vertical slice.

Mechanics DesignerLead Developer
Client Green Flamingo Studios
Date 2022
Timeline 3 months
Team 5 people
Engine Unity
Platforms PC
Awards IncrediBol 2022 Award Winner

Design Decisions

Designed and implemented the core rhythm-platformer mechanics from scratch — the interplay between rhythmic timing and platforming movement that formed the game's identity. Designed the boss battle encounter as a focused vertical slice that showcased the unique gameplay blend. Made the strategic decision to prioritize one deeply polished encounter over multiple shallow levels, maximizing impact within the 3-month timeline.

Production Scope

Collaborated tightly with the design team to define the skill curve and difficulty balance. Contributed to scope decisions that shaped the vertical slice strategy — focusing resources on a single high-quality encounter rather than spreading thin.

Technical Contribution

Sole programmer: implemented all gameplay mechanics in Unity from scratch, including the rhythm input system, platformer physics, boss encounter scripting, and audiovisual synchronisation for the rhythm-gameplay coupling.

Spanky’s Battle Swing is a 3D platformer with rhythm-game mechanics. During an intensive 3-month sprint, I designed core gameplay mechanics and was the sole programmer building the vertical slice that ultimately won the IncrediBol 2022 award in Italy — opening the path to further development funding.

Design Under Constraint

The biggest design challenge was proving a novel gameplay concept in just 3 months. My approach: focus everything on one meticulously crafted boss encounter that demonstrated the core synergy between rhythm timing and platforming movement, rather than building multiple unfinished levels.

The Result

The focused strategy paid off. The vertical slice convinced the IncrediBol 2022 jury to award the project — validating both the design concept and the production approach. This project crystallised my belief that a small, polished experience always beats a large, unfinished one.