Project - MontanaBlack – Kylo’s Befreiung
A premium side-scroller for Germany’s biggest influencer: 100 hand-drawn levels, console-grade polish, and a 0.03 % crash rate.
- Client
- FullBrand GmbH (eh. Moonrunner), Get on my LVL KG
- Year
- Service
- Unity Development, Game Design, Backend, Live Ops

From stream idea to App Store hero
When my longtime collaborator Hakan Zirek landed a partnership with German mega-influencer MontanaBlack, his first call was to me:
“If we’re building a game at this scale, only you can code it.”
I accepted on the spot. Nights, weekends, and every spare hour outside my day-job as CTO went into turning Kylo’s Befreiung from a sketch into a full-blown premium title — all inside four months.

Building big with a three-person core team
- Unity3D engine for rapid iteration and multiplatform export.
- Hand-drawn art by freelancer Max, animated in Spine 2-D.
- Custom level editor (👇) so Hakan could design stages while I was at work.
- Config-driven weapons & outfits — every stat tweakable in JSON-style inspectors.

Hand-drawn art, console-grade feel
Max illustrated every tile, enemy and background frame-by-frame on an tablet, then animated the lot in Spine 2-D. Unity’s lightweight runtime let us pack hundreds of skeletal animations onto phones without torching battery life.

With dozens of characters, weapons, outfits and thousands of Spine animation files, the real enemy was chaos. We had to engineer a tightly structured asset pipeline—otherwise every new sprite sheet or balance tweak would have buried the whole project in version-hell.

Gameplay highlights

Even the menu feels like gameplay: instead of static buttons, the camera orbits Monte’s hide-out, zooms into the slot machine for loot boxes, then glides up the Tax Tower to reveal the level-select — all in one continuous shot. I wrote a custom stream-style transition system in Unity that loads the next scene’s assets in the background while playing a stylised wipe, so every switch looks like a live-broadcast cut and never drops a frame.
- Side-scroll action: jump, double-jump, auto-aim & special attacks.
- 100 floors of the Tax Tower, culminating in the boss who kidnapped Kylo.
- Lootboxes & slots (a Monte trademark) — earnable, not pay-to-win.
- Endless mode released post-launch, stitched seamlessly beneath the main menu with a cinematic camera pan.

Four months, one coder, one designer, one artist — and a million plays later we still crash less than 0.03 %. That’s my proudest metric.
Performance & stability
- 0.03 % crash rate over 1 million sessions — achieved with proactive crash-analytics, object pooling and GPU instancing.
Stats that matter
- Hand-crafted levels
- 100
- Play sessions
- 1 M+
- Crash rate
- < 0.03 %
- Dev time to v1.0
- 4 months
- Languages shipped
- 2

To showcase the game live on Twitch, I exported a Windows desktop build with full game-pad mapping — Monte could play on stream the same night.
Download MontanaBlack Kylo's Befreiung today
What we did
- Concept & Level Design
- Unity Development
- Custom Editor Tools
- Hand-drawn Art & Spine 2-D
- Localization (DE / EN)
- Live Ops & Updates
- App- & Desktop Publishing