Alice in Wonderland Rush · Princess Fairy Rush
Two F2P mobile auto-runners at Redbee — Alice in Wonderland Rush and Princess Fairy Rush. Both built on a shared level-generation system. A short stint between Frogwares and Nordcurrent.
Both games have since been delisted from the App Store and Google Play. An APK archive of Alice in Wonderland Rush persists on community sites; Princess Fairy Rush appears fully gone.
What I worked on
- Full game design documents for both titles.
- Level segments — every modular piece the runtime stitched together. Designed for replayability: each segment had to enter and exit cleanly, hold its own pacing for 5–15 seconds of play, and survive being repeated in different orders.
- Hand-curated levels — the named, designed runs that played alongside the generated stretches for difficulty pacing and rest beats.
- Basic monetisation balance — currency rates, unlock timing, ad placement.
What I took from it
First time designing for a level-generation system rather than hand-authoring everything. The shift in mindset: stop thinking about a level and start thinking about what makes a segment combinable. Every piece has to behave well in any neighbourhood, and a flat list of segments has to produce a non-flat playthrough. A useful frame I came back to later for any procedural or semi-procedural content.