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Carrom Stars provides gamers with a unique platform to enjoy Carrom online in its brand-new, unmatched avatar with highly appealing graphics, enhanced, seamless gameplay and a glitch-free unforgettable overall experience while allowing them to compete with millions of players from all over the country.


Play sensational Carrom games and rip-roaring Carrom tournaments online and win free chips and much more. Equipped with a streamlined interface, enhanced graphics, intuitive controls, and a foolproof security system. The platform uses real-world physics to provide you with a real-life gaming experience and allows you to plan and execute your moves effortlessly.


The game lobby has been designed to facilitate easy navigation in order to help you choose your games with great ease. A wide variety of game tables and tournaments ensures that you never run out of choices. With games of varying difficulty levels available, you can choose games based on your level of skill and experience. 

we also use advanced AI and machine learning algorithms to pair players according to the levels of their gaming skills, ensuring that every player has exactly the same level of Carrom skills as their opponents. That provides everyone with an equal opportunity to win.

Development Information

  • Team size: Twelve (1 Level Designers, 3 Artists, 4 Programmers, 2 Producers, 2 QA)

  • Project Duration: Nine months

  • Work Hours: 30 hours per developer per week

  • Engine: Unity

  • Platform: Android


My Responsibilities (Game Producer)

  • Oversee sprint planning, create and own the product backlog, and keep track of progress throughout sprints.

  • Create and own the Roadmap & Development Plan in consultation with the rest of the team.

  • Monitor other documentation and ensure its accuracy across the project.

  • Serve as scrum master.

  • Lead team through Sprint Reviews and Sprint Retrospectives, and document those conversations.

  • Plan and manage QA and user testing for each milestone.

  • Discussing OKR goals with upper management and the team in order to understand the difficulties and sorting out the issues on regular basis.


Mini - PostMortem

What Went Right

  • We started early--we started meeting very early in the project

  • We playtest extensively during early stages

  • Setting goals--challenged ourselves from concept to completion

  • Team members weren't afraid of interdisciplinary work—even if we weren’t trained in it

  • We were well-organized

What Went Wrong

  • Come together cohesive vision sooner

  • Trusting without verifying—especially early in the project

  • Design: should have pushed for more ways to get verticality and more pickups—would have improved level design

  • We didn’t make an art pipeline or maintain standards in the beginning of the project

  • Some tasks overran their bounds, and team members got tunnel vision

What We Learned

  • Improved time estimates across the team over project

  • Respect of the pipelines is crucial

  • Iteration is not only good, it’s necessary—get it working, then get it pretty

  • Pre Defined System/ Modular kits make creating levels a lot easier

  • Every team member should touch every part of the project

  • Experimentation is valuable—especially at the beginning

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