An anime gacha RPG for Android and iOS, featuring turn based combat, AVG narrative systems, and quest driven progression. Free to play, live service, Chinese mobile market. I joined during early preproduction and stayed through shipping and live operations, working across technical design, narrative design, and systems design.

NDA Gacha Project (2024 - 2026)

Technical Design

I worked across three areas: narrative implementation, systems data, and technical art.

On the narrative side I built and maintained dialogue configs and edited dialogue flows directly in Unity using Pixel Crushers. I also worked within in-house tooling, handling some coding requirements to ensure dialogue systems met technical specifications.

For systems data I was responsible for the data structures underpinning new game mechanics, including combat, world maps, questing, and messaging systems. This meant creating and maintaining structured data entries as new features came online, keeping everything consistent and functional across a live codebase.

Systems Design & LiveOps

I worked on systems design and live ops across three areas: documentation, balancing, and event planning.

For game design documentation I drafted GDDs for several systems including the messaging system, quest board, and open world map system for the AVG. This meant translating design intent into clear, structured documents that engineering and art could work from directly.

On the balancing side I worked with config sheets to adjust and tune live systems including combat parameters and quest cadences, following the direction of the lead designer and iterating based on data.

For live ops I contributed to event planning and drafted the data structures needed to prepare content ahead of updates, keeping the pipeline moving and ensuring new content was properly configured before going live.

Narrative Design

I contributed to narrative design across two areas: quest structure and world building.

For quest design I was responsible for shaping the full quest experience, designing quest flows, combat cadences, and story beats from initial concept through to implementation. This meant thinking about pacing at every level, how combat encounters were spaced, how story information was revealed, and how each quest felt as a complete experience rather than a checklist of objectives.

I also contributed to broader world building and creative development, brainstorming new faction concepts including their aesthetics, backstories, and relationships to the world. This extended to ideating locations and points of interest for the AVG map system, thinking through how each place felt distinct and grounded within the game's setting.