Original mobile arcade · In development
City Chomp 3D
A fast, cheerful arcade game where a small portal swallows objects that fit, grows, competes with rival holes and clears increasingly complex toy-city districts.

Original production concept preview · not a claimed live screenshot
The core problem is more than moving a hole through a city. Every object must communicate whether it fits, react convincingly as it is pulled in, reward growth, and remain clear on an older mobile device.
Gameplay loop
- Move with one-thumb touch controls through a compact 3D city.
- Swallow tiny props first, then vehicles, buildings and landmarks as the portal grows.
- Complete short contracts while three rival holes chase, flee, swallow and respawn.
- Progress through five regions and continue into deterministic endless patrols.
83 authored low-poly models, five distinct city regions, 100-level story structure, five contract types, rival-hole behavior, progression, five skins, custom music and sound, plus Android performance tuning.
Production decisions
Design for phone readability
Rounded toy-like silhouettes, visible roofs and sides, strong depth and restrained effects keep the scene readable at a glance.
Build progressive swallowing
Small pieces loosen first, objects lean toward the portal, spiral inward and shrink before the final reward pulse.
Author a reusable city system
Harbor, suburbs, downtown, industrial and airport regions reuse a coherent asset grammar without feeling like one repeated map.
Optimize against a real floor
The project targets 24–30 FPS on an OPPO CPH1909 using reduced render scale, static batching, merged meshes and incremental city generation.
Visual direction
A bright miniature city with real depth.
The concept preview communicates the approved palette and three-quarter perspective. Final gameplay captures will replace concept imagery after visual acceptance.


