aviv sheriff
Motif·AI Portfolio·Aviv Sheriff
Project 03 of 06·5-day prototype·Jun 2025

Chess Arena

A real-time-tactics chess prototype for mobile, built in five days to validate mobile expansion. Six piece types on a 4×8 portrait board, cooldowns instead of turns, both players moving at the same time — wrapped in a full hypercasual meta-loop of levels, abilities, victory chests, and built-in debug tooling.

Product Mobile Games Prototype Real-Time Tactics B2C Game Design INACTIVE
01Artifacts
02At a glance
Role
Solo buildWithin consulting engagement
Timeline
5 daysJun 2025
Codebase
Phaser repoBlank to live URL
Stack
Phaser 3 · TSVite · 14 JSON configs
03The work

A five-day mobile-only prototype to test whether real-time-tactics chess — pieces on cooldowns, both players moving at once, six piece types on a portrait 4×8 board — could deliver day-one retention strong enough to fund a deeper monetizable meta. Built solo from blank repo to live URL, as the validation artifact for a broader consulting engagement on Chess Arena.

Phaser 3 + TypeScript strict + Vite, deployed to Vercel. A 100-level campaign — 12 hand-tuned onboarding levels plus 88 procedurally generated, scaling difficulty via spawn cadence, wave composition, terrain, and king visibility, all driven by 14 JSON config files. AI opponents tuned by a minimax + alpha-beta search with a five-component board evaluator (material, king safety, threats, defense, advancement). And a complete hypercasual meta-loop wrapped around the core: a castle home base, an abilities system (Bomb, Freeze, Shield, Lightning — four rarities, shard-based unlocks), a victory screen with coins/trophies/XP and tiered chests, plus a built-in debug menu (toggled with ~) for jumping to any screen, level, or player state during live demos.

04Skills
Rapid prototyping5 days Game design Hypercasual meta design TypeScript Phaser 3 Real-time systems Game AIminimax Procedural content100 levels Data-driven architecture14 configs Mobile-first UX Built-in dev tooling
05Notable accomplishments
01
Five-day playable prototype on Vercel
Stood up a hypercasual-ready chess RTT prototype from a blank repo in five days, deployed to production so the client could put it in front of testers immediately. Phaser 3 + TypeScript (strict) + Vite, with a hybrid HTML/CSS-plus-canvas architecture — menu screens render on the DOM, gameplay runs in Phaser. Fourteen JSON config files let the design team iterate on tuning, art mapping, and level layout without touching code. ChessArenaTT_Phaser/src/main.ts
02
100-level tunable campaign with minimax AI
A complete progression system: 12 hand-tuned onboarding levels plus 88 procedurally generated levels, fronted by a minimax search with alpha-beta pruning and a five-component board evaluator (material, king safety, threats, defense, advancement). Per-level difficulty knobs — search depth, evaluation noise, blunder rate, spawn timer, wave composition, terrain density, king visibility — let designers retune any level without touching code. src/systems/minimaxSearch.ts · scripts/generateLevels.cjs
03
Full hypercasual meta-loop, plus debug tooling for live demos
Not just gameplay — the prototype ships the entire meta a hypercasual PM expects to see in a pitch demo. A castle home base with level select and tasks, an abilities system (Bomb, Freeze, Shield, Lightning across four rarities, shard-based unlocks), a victory screen with coins / trophies / XP rewards and tiered chests, and a built-in debug menu (toggled with ~) that jumps to any screen, level, or player state — the same tool that made shooting these screenshots possible.