Coco’s Afro Bounce
01The game
Catch baseballs, with an afro
Players drag or tap to move Coco and catch baseballs, curve balls, and grand slams. Mystery chests transform Coco mid-game, and the innings keep coming until he catches three shears.
02Particle effects
Every catch, celebrated
I built all of the particle effects in Unity: bursts of baseballs, sparkles, gum splats, and power-up effects that make every catch and every hit feel good.
03Stages
Changing scenery
The game rotates through stages as players progress, including the stadium, a dusty sandlot, and the streets of Afroland.
04Store
A card collection to unlock
The store works like a stack of collectible cards: outfits, stages, and powers each have their own card, unlocked with baseballs earned in play or from the concession stand.
05UI/UX
Get to the action quickly
The design goal was to get players into the game fast. The title screen leads with Start, the Umpire lets players resume from their highest inning, and pro tips explain what to catch and what to avoid.
06Costumes
10+ outfits, all animated
Coco gets over ten outfits, from pirate and magician to Robocop, wizard, banana, and zombie. I directed the character designer on the costumes, then animated the characters in Unity.
07Flow
Mapped from load screen to results
The wireframe maps how players move from the load screen and main menu into gameplay, customization, and results.
08Game design document
Every ball, strike, and costume
The GDD defines controls, ball types and point values, the combo system, bad items, mystery chest powers, stage and costume changes, sounds, results, the shop, and Game Center integration.
09Outcome
Released on iOS
The game launched on iOS as Coco’s Fro Patrol.