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Commercial Project
RPG

Devikins

Mobile collectible JRPG with blockchain, crypto and NFT integration, published on iOS and Google Play. I was Tech Lead of the game at MoonLabs Studio, with full responsibility for development, maintenance and store publishing.

01
// About the project
What was built

Devikins is a mobile collectible JRPG with blockchain and crypto integration, including NFTs, published on the iOS App Store and Google Play. The game has a Story Mode, asynchronous PvP (against teams built by other players and controlled by AI), and real-time synchronous PvP. It was built at MoonLabs Studio with Unity and C#.

I started as a Game Developer and later took over as Tech Lead of the project, with full responsibility for the game: new features, bug fixes, and ongoing publishing and updates on the stores. Among what I built are the complete onboarding, the World Boss system, and visual revamps of screens like the Nursery and Void Adventure.

My focus was the Unity front-end: I integrated per-platform login, In-App purchases, local and remote notifications via Firebase, translation into four languages (Portuguese, English, French and Spanish), and Unity Atoms for atomic variables shared across the project. Game data (game data, images and the like) was downloaded as Addressables from an AWS S3 bucket.

Under the hood, the game had a serverless backend on AWS (Lambda functions) with MongoDB and SignalR for real-time chat and combat, integrated with the Unity client.

02
// Challenges
What made the project difficult
// Leadership
Owning the whole game
As Tech Lead, responsibility ranged from the backend to the stores: prioritizing features, bugs and releases under real deadlines while keeping the live product's quality up.
// Real-time
Live chat and combat
Syncing the Unity client with the SignalR server for chat and synchronous PvP demanded low latency and tolerance for connection failures.
// Content
Addressables via S3
Game data and images were downloaded as Addressables from an S3 bucket. Ensuring that download and client-side content versioning was essential to update the game without republishing.
// Multi-platform
iOS, Android and the stores
Per-platform login, In-App purchases, Firebase notifications and translation into four languages: each layer has its own rules, plugins and publishing processes.
03
// Tools
Technical stack
Unity
C#
Addressables
AWS S3
SignalR
Firebase
Unity Atoms
In-App Purchase
04
// Outcome
What I learned
01
Technical leadership: being Tech Lead is as much about prioritizing, unblocking the team and making architecture decisions as it is about writing code.
02
Real-time in practice: syncing live combat and chat taught me a lot about state, latency, and what to do when the connection fails.
03
Content delivery: downloading game data and images as Addressables from an S3 bucket teaches you to separate code from content and update the game without republishing to the stores.
04
Operating a published game: keeping a title alive on the stores involves releases, translation, notifications, purchases and ongoing support, well beyond the code.
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