Devikins
MoonLabs Studio · iOS & Android
Scroll down
Overview
A mobile collectible JRPG with story mode plus asynchronous and real-time PvP. I joined as a game developer and later became tech lead.
Role & Stack
Tech lead · Game developer
Unity, C#, Firebase, AWS S3, Addressables
The live game
Devikins is a collectible mobile JRPG developed at MoonLabs Studio and published for iOS and Android. Built with Unity and C#, it combines a story mode, asynchronous battles against AI-controlled player teams and synchronous real-time PvP, with blockchain, cryptocurrency and NFT integration.
I joined as a game developer and later became the project's tech lead. That role covered new development, maintenance, bug fixing, releases and continued publishing for a live product.
What I built
I focused on the Unity client and built the complete onboarding flow, the World Boss system and visual revisions for screens including the Nursery and Void Adventure. I also integrated platform-specific login, in-app purchases, Firebase local and remote notifications, and Portuguese, English, French and Spanish localization.
Shared state used Unity Atoms, while game data and images were delivered as Addressables from an AWS S3 bucket. The client connected to a serverless AWS backend using Lambda and MongoDB, with SignalR carrying real-time chat and combat state.

Operating across platforms
Running one live game across the two mobile stores meant coordinating different login, purchase, notification and release rules. Addressables separated content from the application build, so data and images could be versioned and updated without republishing the complete client.
Real-time chat and combat also had to tolerate latency and connection failures between the Unity client and SignalR server. As tech lead, I balanced that engineering work with feature priorities, production bugs and store deadlines.

I grew from game developer into the project's tech lead.
Drag to explore









