Victor โ Seoul, Korea ๐ฐ๐ท | Ex-Sydney, Brisbane, Gold Coast, Cleveland, Australia ๐ฆ๐บ
Unity/C# Developer with 6+ years of professional experience in live-service mobile MMORPG development. Contributed to projects generating โฉ40B+ annual revenue (Bluepotion Games, Banco). Specialized in content development, UI/UX programming, and network protocol implementation for large-scale production environments.
- ๐ข Current Role โ Content & Systems Developer on a live-service mobile MMORPG (6th year)
- ๐ฒ Solo Project โ Building NoMoreRolls, a dice-based roguelike with moral choice mechanics
- ๐ฏ Goal โ Achieve financial independence through solo indie game & app development
- ๐๏ธ When not coding โ weight training, anime, ETF investing, and gaming
| ๐ฐ Live-Service MMORPG | ๐ฐ Revenue Impact | ๐ Core Competencies |
|---|---|---|
|
6th Year | Content & Systems
|
โฉ40B+ Annual Revenue
|
Production-Grade Skills
|
๐ฒ Undertale's moral combat choices translated into dice poker mechanics โ a solo-developed roguelike. Every encounter is a choice: Fight or Talk. The same dice, the same hands โ but divergent meaning.
โ๏ธ Core Systems (148 Scripts, ~22K LOC)
- PedigreeManager โ 10-tier dice hand ranking (HighCard โ MonoRoll) + dual damage/empathy calculation
- TalkManager โ Empathy gauge, per-enemy condition puzzles (7 switch types), dialogue branching
- BattleManager SubSM โ 11-state turn-based combat FSM (Intro โ RouteSelect โ Dice โ Hand โ Resolve โ TurnEnd)
- DiceSlotManager โ 5-slot equip/swap/inventory system (Basic/Unique/Enhanced 3-tier dice)
- SoulGimmick System โ 10 unique soul gimmicks via ISoulGimmickHandler interface + Factory pattern (Bell, Ember, Gavel, Hollow, Palette, Phonograph, Roulette, Scribe, Seven, TheDealer)
- CorridorState โ 22-node fixed corridor progression (Battle/Elite/Boss/Rest/Event/Exit)
- Fight/Talk Symmetric Routes โ Identical dice-hand loop diverges into attack vs. empathy outcomes
- EnemyWeakness System โ Visual badge + puzzle-based weakness hints with dynamic bias mechanics
- MemoryFragment โ Consumable cross-run item system with FragmentEffectHelper
- EmotionalStateTracker โ BattleAtmosphereController + DynamicUITintController + EnemyExpressionController
- FlashbackManager โ Micro/short/long 3-tier flashback cinematic sequences
- CrossRunSaveManager โ JSON-based persistence with meta-event tracking
- MetaEventManager โ Per-run title logo/subtitle changes + Dealer typing direction
- True Ending Route โ Unlocked by achieving both Fight & Talk endings
- LocalizationManager โ KO/EN/JA/RU 4-language support with static UI translation
- AccessibilityManager โ Motion reduction, colorblind overlay, visual sound indicator, font scaler
๐จ UI & Direction
- CombatUIController โ Unified battle HUD (hand selection, reroll, route choice, results)
- PlayerAttackDirector โ 3-phase attack sequence (popup โ icon flight โ hit flash)
- EmotionGaugeUI โ DOTween heart gauge animations + empathy label
- HandGuidePanel โ 2-row scrollable hand reference guide (TAB toggle, dice highlight)
- DoorSlotUI โ Per-state door sprites + pulse animation + companion display
- RouteSelectUI โ Fight/Talk selection with description tooltips + enemy dialogue bubbles
- BattleResultPanelUI โ Victory reward selection with golden effect text
- ScreenOverlayController โ Damage flash, vignette, chromatic aberration
- GimmickGuideUI โ In-battle gimmick mechanic explanation panel
- WeaknessIconUI โ Dynamic weakness hint badge system
๐ Recent Major Updates (2026.04โ05)
- BIC 2026 Polishing โ 6-phase polishing plan (Code stabilization โ Onboarding UX โ Combat polish โ Build stabilization โ Submission)
- Playtest Feedback Applied โ ESCโPause menu, Space+Click dialogue, Name input back button, Battle onboarding guide, Reward stat tooltips
- Seven NumberLock Redesign โ Visual badge system +
seven_reversesub-gimmick + dynamic reroll cost - Enemy Weakness System โ Full implementation with hint/puzzle mechanics + event/rest reward overhaul
- Singleton Refactor โ Manager/Controller-only singletons, Inspector-assigned references
- ParlorScene Hierarchy Cleanup โ Object renaming + structural reorganization
- Hera Agent Pro Upgrade โ Unity MCP integration for AI-driven development
๐ค A comedy robot stand-up game combining rhythm input with a talk show. Read the crowd. Pick the right joke. Nail the timing. Become the greatest comedian robot. Built in 48 hours for Global Game Jam 2024 โ theme: "Make Me Laugh"
โ๏ธ Systems
- Rhythm Input โ Timing window based directional key judgment
- Joke Topic Branching โ 3 choices: trendy jokes, dad jokes, bathroom humor
- Audience AI โ Per-topic affinity calculation + real-time score feedback
- Crowd Reading Puzzle โ Analyze audience profiles ("40-something males", "mostly managers") โ strategic topic selection
- Game Flow โ Stand-up progression โ topic selection โ rhythm input โ scoring
๐จ Art & Direction
- Pixel art robot character + stage background (red curtain, spotlight)
- Audience silhouette + reaction animations
- Joke topic button UI
- Audience profile hint system
๐ Links & Info
| Info | Detail |
|---|---|
| Event | Global Game Jam 2024 @Seoul (Zempie) |
| Duration | 48 hours |
| Role | Main developer โ all core systems |
| Tech | Unity, C#, Git |
| Repo | GitHub |
| Game Jam Page | GGJ 2024 |
hera-agent โ Open Source
Measurement, not guessing โ give AI hands on the live Editor.
An open-source CLI tool that lets AI agents and terminals control Unity Editor directly. A single Go binary communicates with Unity over localhost HTTP, and the Unity-side connector starts automatically when the editor launches.
- Go CLI โ ~800 LOC โ command parsing, HTTP client, instance discovery
- C# Connector โ ~2,300 LOC โ auto tool registration via
[HeraTool]attribute - Core Commands โ
editor,exec,console,test,menu,screenshot,profiler,reserialize,list,status,update - Architecture โ Stateless single-shot HTTP, zero runtime dependencies, cross-platform (Linux/macOS/Windows)
hera-agent-pro โ Pro Version
One binary. Zero dependencies. Direct HTTP bridge to Unity Editor.
The pro version of hera-agent. Offers an extended toolset, asset plugin configuration management, introspection commands, batch execution, and improved TUI.
- Go CLI โ ~3,400 LOC โ asset config, version check, introspection, batch, advanced TUI helpers
- C# Connector โ ~5,100 LOC โ
[HeraTool]attribute, built-in tools schema, test runner, Unity pitfalls catalog - Additional Features โ Asset plugin config persistence, introspection (
describe_type,list_assemblies,find_method), batch multi-command execution,exec --checkcompile-only mode, periodic update notice (12h), self-update from GitHub releases - Release โ Cross-build 5 targets (linux/darwin ร amd64/arm64, windows amd64) via GitHub Actions
- Used in NoMoreRolls Development โ Unity Editor automation, scene control, test execution, profiler analysis
โ๏ธ Engineering Highlights
- Harness engineering applied โ testable architecture with clean separation of concerns
- Orchestration layer for cross-process state coordination between Go CLI and Unity Editor
- Filesystem-based instance protocol survives domain reload via heartbeat files
- Unity Mono runtime coding guidelines enforced for code correctness
- Cross-platform release pipeline (Linux/macOS/Windows, amd64/arm64)
๐ง AI-Powered Development Workflow
I leverage AI tools and the Model Context Protocol (MCP) ecosystem to supercharge my development workflow:
| Tool | Purpose |
|---|---|
| Claude Desktop | AI-assisted coding, architecture planning, code review |
| Claude Code CLI | Terminal-based AI pair programming |
| Open-Code | Open-source AI coding assistant |
| Hermes Agent | Autonomous AI agent framework by Nous Research |
Location: Seoul, South Korea (ex-Sydney, Brisbane, Gold Coast, Cleveland, Australia)
Languages: Korean (Native) | English (Conversational)
Hobbies:
- Weight Training
- Anime & Manga
- ETF Investing
- Gaming
Motto: "Build the life you want โ one commit at a time."