PTSD
Research study

Ipad-Project:
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FruitMatch

Project Overview

Development: 18 months

Team: mostly just me

Software: Unity, Rider, Photoshop, Xcode

Plattform: IPad

My Contribution

My responsibilities included: 
– Leading the project as a solo Developer
– Developed gameplay systems and features in collaboration with researchers
– Implemented extensive user interface functionality
– Optimized performance for iPad Air (1st generation)

Designed and implemented 2D visuals, audio integration, animation and visual effects (VFX)

About - A Research-Based Puzzle Game for PTSD Therapy

FruitMatch is a therapeutic puzzle game developed as part of a PhD research project by Anne at the University Medical Center Hamburg (UKE). The project was conducted in collaboration with two professors from the University of Hamburg, as well as Thomas Bremer and David from HTW Berlin, who provided high-level direction and research oversight.

I served as the sole developer on the project for the majority of its duration, working especially closely with Anne. For a brief period (3 months), I was joined by another HTW student, Anna, who contributed a separate module.

The game was created specifically for clinical research purposes, with a focus on patients who have experienced post-traumatic stress disorder (PTSD). The research investigates whether certain gameplay mechanisms can have therapeutic effects, similar to observed correlations between gaming and Alzheimer’s treatment.

In terms of gameplay, FruitMatch is inspired by match-3 titles like Candy Crush, but introduces deeper complexity. It includes multiple interactive systems and mechanics beyond simple matching — such as extra bars at the side and expanded interaction logic — to support the research’s psychological engagement goals.
The researcher can adjust many settings per Level.

Researcher admin Settings

Gameplay Video

Screenshots

Development - Overview

As the sole developer, I focused on refactoring critical systems for maintainability and performance, while avoiding unnecessary overengineering. The project makes extensive use of coroutines, IEnumerators, and custom optimization techniques, including a tailored object pooling system.

Given the limited hardware capabilities of the iPad Air (1st generation), performance was a key concern.

I avoided expensive calls especially in performance-critical areas (hot paths), and carefully managed memory to maximize RAM usage, by minimzing rumtime decompression. This allowed for higher visual fidelity within the device’s constraints, getting every fps out of the system.

Level Editor

The user interface was required to be fully accessible via an iPad for the researcher. Consequently, the design prioritized usability and clarity, resulting in a tab-based layout optimized for touch interaction. The interface was structured to maximize screen real estate while avoiding visual clutter and excessive submenu depth.

Data persistence was implemented using JSON files with gzip compression to ensure efficient storage and fast read/write operations. A substantial portion of the development effort was dedicated to the Level Editor, as parameter tuning and rule modification represented the core functionality required for the research workflow.

World Builder & User UI

For administrators, the game includes a node-based world builder optimized for use on the iPad.
Standard settings such as sound and graphics controls are fully integrated.
To ensure maximum convenience, the game is localized into eight languages.

Because this project focuses on customization and configurability, players are informed at the start of the game about what options are available or restricted. During gameplay, they must remember these rules, though additional in-game guidance is provided when needed.

Future of the Project

 

After completing my studies at HTW Berlin, I handed the project over to two students to bring it across the finish line. At the time of the handover, the game was over 80% complete, with all core systems implemented and stable. The remaining work primarily involved polishing, content finalization, and minor adjustments.

Thanks to the solid foundation, the students were able to complete the project within a few months following my departure.

Coaches

This project was coached by Anne K., Prof. Dr. Jürgen G.,  Prof. Dr. Simone K., Prof. Thomas Bremer and David W.

Team

The team consisted of myself and Anna (who joined for 3 months). After I completed my studies, two other HTW students (Darius & Marvin) took over the project.