Victor โ Seoul, Korea ๐ฐ๐ท | Ex-Sydney, Brisbane, Gold Coast, Cleveland, Australia ๐ฆ๐บ
Unity/C# engineer with 6+ years in live-service mobile MMORPG production. I build gameplay systems, editor tooling, UI flows, and AI-assisted Unity pipelines that are measured inside the real Editor instead of guessed from static code.
- ๐ข Production โ shipped and maintained live-service systems on revenue-scale MMORPG projects
- ๐ฒ Solo Game โ building NoMoreRolls, a dice-combat roguelike about violence, empathy, and consequence
- ๐ ๏ธ Tooling โ building hera-agent-unity, a low-token Unity control layer for AI coding agents
- ๐ Prototype Lab โ building Inventoria, a backpack-defense RPG prototype with deterministic simulation
| ๐ฐ Live-Service MMORPG | ๐ฐ Revenue Impact | ๐ Core Competencies |
|---|---|---|
|
Live-Service Systems
|
Revenue-Scale Production
|
Builder Profile
|
NoMoreRolls โ Solo Game
Dice poker combat where the same roll can become violence or empathy. Built as a full solo Unity project, with combat logic, UI direction, localization, accessibility, persistence, and editor automation handled end to end.
โ๏ธ Core Systems
- Dice Combat โ 10-tier hand evaluation, reroll economy, damage/empathy dual resolution, and enemy weakness puzzles
- Fight / Talk Routes โ one dice loop that branches into attack outcomes or empathy conditions
- Battle FSM โ intro, route select, dice, hand select, resolve, reward, defeat, and turn-end states split into focused state classes
- Soul Gimmicks โ handler/factory architecture for Bell, Ember, Gavel, Hollow, Palette, Phonograph, Roulette, Scribe, Seven, and The Dealer
- Run Structure โ corridor progression, rest/event nodes, memory fragments, cross-run persistence, meta events, and true-ending unlock logic
- Localization & Accessibility โ KO/EN/JA/RU UI localization, motion reduction, colorblind overlay, visual sound indicator, and font scaling
๐จ UI / Game Feel
- Unified combat HUD with hand selection, reroll controls, route choice, reward panels, and in-battle guides
- Directed attack feedback using popup, icon flight, hit flash, screen overlay, and enemy expression changes
- Tooltip-heavy onboarding for dice hands, reward stats, enemy weakness hints, and gimmick explanations
- Recent polish on reward UI simplification, inventory refresh behavior, icon readability, and dialogue/control friction
๐ Recent Work
- Simplified battle reward UI and tightened inventory/icon refresh behavior
- Refactored
GameContextemotion gauge events and dialogue sequencing utilities - Consolidated ScriptableObject generator helpers and player stat copy flow
- Polished reaction captions, high-dice terminology, pause/dialogue/name-input UX, and reward stat tooltips
- Uses
hera-agent-unityin the project package manifest for live Editor checks during agent-assisted development
hera-agent-unity โ Open Source Unity Agent CLI
Low-token Unity Editor control for AI coding agents. Gives Codex, Claude, Cursor, Copilot, and similar agents a measurable path through the real Unity Editor: status, console, C# execution, Play Mode, scene inspection, UI capture, tests, and screenshots.
๐ Release Highlights
- Unity Version Coverage โ separately checked on Unity 2022.3 LTS, 2023.2, 6000.3, and 6000.5
- Token-Saving Protocol โ compact tool list at 93 tokens and object ID handoff around 49-55 tokens in benchmark docs
- No Server Setup โ one Go binary plus a Unity package; no Python server, no generated MCP config
- Agent-Facing Commands โ
status,doctor,list --compact,console,exec,editor play,scene info,ui_doc,test,screenshot,batch - Ultra Hera โ light checks by default, stricter Unity verification when the task demands it
๐งฑ Engineering
- Go CLI with Bubble Tea / Lip Gloss TUI pieces, version checks, install/update flows, and cross-platform path handling
- Unity Editor connector with HTTP routing, heartbeat state, command discovery, asset config UI, and tool registration
- Tests around command dispatch, doctor/status/update/install paths, client behavior, polling, asset config, HTML-to-UI conversion, and Unity docs tooling
- Docs emphasize measurable Editor verification, token economy, agent rules, and repeatable benchmark evidence
Inventoria โ Backpack Defense RPG Prototype
A Unity 6 prototype exploring backpack inventory strategy, tower-defense style combat, and modular simulation code.
๐ Gameplay Systems
- Grid Inventory โ item placement, flattening, adjacency, simulation input, stat resolution, and synergy evaluation
- Combat Simulation โ battle simulator, wave director, monster runtime, wall system, buffs, damage pipeline, weapon runtime, boss logic, and mana emblems
- Loadout Flow โ lobby, gear, loadout, battle, result states with separated panels and controller logic
- Progression Services โ save service, reward service, growth service, codex service, shop service, recipe service, and catalog/registry layer
๐งฉ Recent Work
- Shop slots, ad slots, panel isolation, and storage return behavior for the loadout screen
- Grid-inventory behavior for storage with fixes for duplicate drops, z-order, and multi-cell item sizing
- Addressables-oriented turret wiring, item icon wiring, battle FX wiring, and editor-side save tools
Game.Core,Game.Combat,Game.UI, andGame.Editorassembly boundaries for faster iteration
| Track | What I am building | Why it matters |
|---|---|---|
| Game | NoMoreRolls combat, rewards, onboarding, and polish |
A complete solo game with a distinct mechanical identity |
| Tooling | hera-agent-unity agent verification and Unity automation |
Faster, safer Unity iteration for human + AI workflows |
| Prototype | Inventoria grid/loadout/combat loop |
Rapid design exploration backed by deterministic systems |
๐ง Measured AI-Assisted Development
I use AI agents as execution partners, but the workflow is built around verification:
| Tool | Purpose |
|---|---|
| Codex / Claude Code | implementation, refactoring, debugging, review loops |
| hera-agent-unity | live Unity Editor status, console, Play Mode, tests, screenshots |
| Git / GitHub | small commits, reproducible diffs, release notes, issue-backed work |
| Obsidian / Notion | design notes, production checklists, project memory |
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: "Measure the system, ship the build."

