
Lead Developer / System Architect • 2024–2025
Designed the architecture and implemented nearly all core technical systems in a three-person capstone, including the Unity/C# multiplayer client and server, PHP APIs, MariaDB, authentication, combat, inventory, parties, voice communication, dynamic asset delivery, and payment integration. I also wrote and deployed a basic Solidity transfer contract to an Ethereum testnet, verified the C2C transfer flow, and then discontinued integration after researching applicable banking, AML/CFT, and virtual-asset regulations.

Covers the title screen, asset downloads, and SMS-based sign-up.

From saved-character selection to naming and hero choice, then entering the world. Includes permission prompts (e.g., mic access) for voice chat in multiplayer.

Character management includes skills, equipment, shop, inventory, and friends. Players can view details, equip, and upgrade for combat efficiency.

Inventory manages equipment, consumables, and enhancement stones; shop provides purchases; top-up connects gameplay to payments through FDPay integration.

Shows the full enhancement cycle—select, confirm stones, apply, and compare attributes with clear before/after feedback.

Public chat, friend management, and requests; combat scenes feature dynamic VFX, skills, and special attacks in multiplayer.