03Live2023 — Present

Connected game systems

Mexa-Nepantla

An online Unity maze and arena experience built around short rounds, changing environments, and coordination between players.

TechnologyUnity · C# · Multiplayer · Game systems
StatusLive
Period2023 — Present
Mexa-Nepantla game screen with single-player and multiplayer choices
Mexa-Nepantla mobile page with the playable game launcher visible
Mexa-NepantlaResponsive product · desktop + mobile© Ricardo Abreu

Context

Mexa-Nepantla is an online multiplayer maze and arena game published inside the Opinr ecosystem. It explores how a simple rule set becomes more interesting when another player, a changing maze, and short rounds alter the decision space.

The challenge

The engineering challenge was not just rendering a game. It was keeping game state, player feedback, and connected-session behavior understandable while preserving a quick path from landing page to play.

My role and responsibility

I built the Unity experience, game rules, player-facing flow, and its publishing integration with Opinr. The project is presented as an experimental connected product rather than as a claim about large-scale multiplayer infrastructure.

Technology
Unity · C# · Multiplayer · Game systems · Web
Status
Live
Period
2023 — Present

Public-level conceptual architecture

A deliberately public view: enough to explain the boundaries without exposing sensitive implementation detail.

Select a component to understand its role.

Unity client

Owns rendering, controls, local feedback, and the immediate game loop.

01

Start from one readable loop

Short rounds and clear movement rules make the connected behavior easier to reason about and test.

02

Separate discovery from play

Opinr explains the product; the game page focuses on mode selection, status, and entering the experience.

03

Frame experimentation honestly

The case emphasizes interaction and game-system learning rather than unsupported claims about player scale or networking performance.

Evidence before adjectives.

The game is publicly available in a browser and exposes both single-player and multiplayer entry points. Its value here is observable: a working connected experience, not an invented usage metric.

  1. 01

    Multiplayer turns every unclear state transition into a player-facing problem.

  2. 02

    A focused game loop creates a better laboratory for connected-system decisions.

  3. 03

    Publishing is part of product engineering: discovery, loading, and entry all shape the experience.