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In developmentLive-opsMultiplayerMobile
Dream Runner X
Owner of core live-ops systems — mail, shop + IAP, gachapon, daily rewards, events, guild, and tournament — on a new multiplayer running game.
- Role
- Gameplay & Systems Engineer
- Studio
- Varisoft
- Period
- 2026 – Present
- Platforms
- Android, iOS

Gallery
Dream Runner X is a new multiplayer running game in active development at the studio. I own several end-to-end live-ops systems on the client — the full data → state → UI stack for each.
What I built
- Mail system — full data layer (mapper, policy, gateway, repository), a state-machine list controller, scroll-position-preserving UI, and a claim → reward flow with typed error handling, delivered over multiple SOLID refactor passes.
- Shop + In-App Purchases — the IAP stack on Unity Gaming Services IAP 5.x (catalog, gateway, store manager), a shop subscene with banner / carousel / costume browser, wallet pre-checks, localized error popups, and pending-order recovery on restart.
- Gachapon — roll flow with cost splits, rate-up detail popups, a summoning scene with rarity colors and SFX, and reward popups.
- Daily / weekly / monthly rewards — a board-agnostic reward system with claim guards, RPC, and correct cycle reset.
- Title, account & settings — Firebase SDK integration, a Google-Sheet-driven localization system (EN / TH), encrypted local save, and account create / login flows.
- Live-ops expansion — an event system (runner pass, forward gacha, section views), a tutorial system with per-step guide states and in-race prompts, guild (create / check-in / donate), tournament (matchmaking, spectator, live countdown), and a “how-to-obtain” popup subsystem wired across item and character detail.
- Stability hardening — a systematic null-guard sweep across scene teardown, RPC-retry, and match-instance race paths for a Crashlytics-driven stabilization pass ahead of release.
Engineering notes
- Lobby and matchmaking UI: room selection, quick-join, team slots, invites, ticket currency, and a global search service for tournament matchmaking.
- Strong emphasis on SOLID structure — gateways, repositories, and interfaces with reusable pooled UI components.





