Dino Runner – Endless Runner Game Clone is a Unity-based recreation of the classic browser game popularly known as “Chrome Dino.” The project was developed as a technical and creative exercise to demonstrate core competencies in game design, programming, and production workflows within a 2D environment.
The game features a procedurally generated endless track, responsive player controls, dynamic obstacle spawning, score tracking, and progressive difficulty scaling. It was developed as a solo project with the goal of showcasing both technical mastery of Unity’s tools and an understanding of player experience design.
This case study outlines the complete development process, from conceptualization to implementation and refinement. It also examines key challenges, design decisions, and lessons learned throughout the project, providing an in-depth look at the workflow behind creating a polished, endlessly replayable 2D game.
The inspiration for Dino Runner came from the minimalist yet addictive “No Internet” game integrated into the Google Chrome browser. Its simplicity, scalability, and tight gameplay loop made it an ideal subject for replication and expansion within Unity.
The primary design goals for this project were:
These goals guided both the design philosophy and technical structure of the project, emphasizing clarity, control, and maintainability.
The project was created in Unity using the 2D template. The game world consisted of a static camera focused on a horizontally scrolling environment. Key components included the player character, ground tiles, obstacle prefabs, and a dynamic background layer to simulate depth.
Initial tasks included setting up sprite assets, defining collision layers, and configuring physics parameters to ensure predictable interactions. Early prototypes focused on getting basic jumping and gravity behaviors feeling responsive and natural.
The PlayerController script governed the character’s movement and jump mechanics. Input detection used Unity’s Input System to capture key presses and apply vertical force via the Rigidbody2D component. Jump behavior was refined through extensive playtesting to balance jump height, duration, and gravity scale for maximum responsiveness.
A grounded detection system, implemented using raycasts, ensured that the player could only jump while touching the ground, preventing unintended multi-jumps. To enhance player feedback, a simple animation cycle was introduced to simulate running motion, and a subtle squash-and-stretch effect added visual dynamism to jumps.
The endless environment was achieved by implementing a tile recycling system. Instead of spawning infinite terrain, ground tiles moved leftward at a constant rate, and once off-screen, they were repositioned to the right side of the scene. This created the illusion of continuous motion without performance overhead.
Obstacle spawning was handled by a Spawner script, which instantiated objects such as cacti or flying enemies at randomized intervals and positions. Object pooling was employed to efficiently reuse obstacles, minimizing instantiation costs during gameplay.
A GameManager controlled game flow, score calculation, and difficulty progression. The player’s score increased over time based on distance traveled, and game speed incrementally increased at regular score thresholds to elevate challenge.
A simple yet effective feedback system was added to enhance player motivation: the background color subtly shifted as the score increased, creating visual variation and signaling progress subconsciously.
The UI displayed the current score and high score using Unity’s Canvas system. On collision with an obstacle, the game transitioned into a “Game Over” state, halting motion and displaying replay options. The player could restart immediately with a single key press, maintaining flow and engagement.
The game was designed using a modular architecture with clear script responsibilities:
This modularity ensured clean separation of logic and made debugging or feature additions straightforward.
The player’s jump system was physics-driven, using a constant upward impulse upon input and controlled fall speed through gravity scaling. Key parameters like jump force and gravity were tuned to achieve responsive yet challenging gameplay.
To prevent inconsistent physics behavior at varying frame rates, all physics-related operations were handled in FixedUpdate(). The result was smooth and predictable character motion that felt satisfying and fair.
To simulate endless variety, obstacles were randomly selected from a pool of prefabs with slight variations in spacing and type. Object pooling prevented performance spikes by recycling inactive obstacles instead of creating new ones
The system was designed for extensibility — additional obstacle types or environmental elements could easily be added without rewriting the spawning logic.
Game states (playing, paused, game over) were managed through a central GameManager using simple enumerations. Transitions between states were triggered by collision events and input checks.
UI updates occurred in real-time, with scores updated per frame and high scores saved using Unity’s PlayerPrefs for persistence between sessions.
Performance optimization focused on maintaining high frame rates on both desktop and mobile builds. Object pooling, sprite batching, and disabling unnecessary physics calculations ensured efficient memory usage and consistent performance.
Testing involved iterative play sessions to calibrate difficulty progression and collision sensitivity. Edge cases — such as overlapping obstacles or false game-over triggers — were identified and resolved through systematic debugging.
A significant challenge was replicating the precise “feel” of the original Chrome Dino game. Small differences in jump force or acceleration drastically affected playability. This was addressed through incremental tuning and player feedback, focusing on responsiveness and smoothness.
Early iterations either ramped up difficulty too quickly or too slowly. A dynamic scaling curve based on time rather than score was implemented, producing a smoother progression that kept players engaged for longer runs.
Ensuring accurate collision detection between the player and obstacles required careful collider setup and testing. Using polygon colliders for detailed shapes and adjusting their offsets prevented unfair hits and improved player trust in the mechanics.
The game underwent multiple iterations to refine player experience. Early prototypes focused on core mechanics, while later builds emphasized polish and feedback.
Playtesting led to key improvements:
This iterative approach ensured the game evolved toward a balanced and enjoyable experience.
The final version of Dino Runner successfully met its design and technical objectives:
The game delivers a polished and replayable experience that effectively demonstrates mastery of Unity’s 2D systems, procedural generation techniques, and iterative design principles.
Developing Dino Runner provided valuable insights into both the technical and creative dimensions of game development:
These lessons reinforced best practices in modular design, physics-based gameplay tuning, and structured iteration cycles, all of which are applicable to future, larger-scale projects.
Future development directions include:
These improvements would extend the game’s depth and demonstrate further technical and creative evolution.
Dino Runner – Endless Runner Game Clone exemplifies a complete, end-to-end game development process encompassing design, programming, iteration, and optimization. Through this project, I strengthened my understanding of Unity’s 2D toolset, object pooling systems, and physics-based control design.
The project also reinforced the value of iterative development — building, testing, and refining until gameplay feels both fair and rewarding. The final product stands as a concise yet technically rich demonstration of my ability to translate design intent into an engaging, polished interactive experience.