Back to projects
LiveMMOMultiplayerLive-opsMobile
ZabbWorld: Secret Stories
Lead client engineer on a 6-year social life-sim MMO — real-time multiplayer, the avatar pipeline, live-ops, and the in-game economy.
- Role
- Lead Client Engineer
- Studio
- Varisoft
- Period
- 2020 – Present
- Platforms
- Android, iOS
Gallery
ZabbWorld: Secret Stories (internal namespace ZabbWorld) is a Thai social life-simulation MMO — a persistent, avatar-driven virtual world with player housing, careers, dozens of mini-games, marriage, clubs, voice/text chat, and a deep cosmetic + crafting + gacha economy, localized for Thailand (Songkran and Loy Krathong appear as live events).
It is the flagship of the studio and the largest project I’ve worked on: 21,000+ total commits, and I am the #1 contributor with 8,400+ authored commits over 6+ continuous years, cutting release tags into the mainline as the lead client engineer.
What I built
- Core client architecture — the staged async bootstrap (
MainGameController+ a UniTask init pipeline) and the module composition that wires the game’s managers together. - Real-time multiplayer on Nakama —
NetworkServiceover Nakama sockets/RPC with build-flag-selected environments, plus Firebase (Crashlytics, Analytics, remote config) and Facebook / Google / Apple sign-in. - Avatar pipeline — the Spine skin-builder that composites 10,000+ customization options by remapping attachments per slot, repacking atlases, and building reduced icon skins.
- The live-ops engine — a continuous seasonal-event machine (Songkran, Loy Krathong, Christmas, Valentine, scratch- and matching-card events, a battle pass) plus quests and daily missions — the largest live-ops surface in the game.
- Housing & world systems — grid-based furniture placement, farming (plant / harvest / sync), and club and board-game activities.
- The economy — shop & gacha (v3 flow), crafting, inventory, and auction.
- Social systems — world and private chat with moderation, clubs (roles, check-in, donations), marriage, and leaderboards.
Engineering notes
- Sustained architecture investment across six years: authored the original
AvatarSystemskin-builder (later performance-optimized intoAvatarSystemV2by a teammate), repeated localization and chat refactors, assembly splits, and Addressables load-time optimization. - Introduced a centralized analytics event system threaded across shop, craft, career, mini-games, inventory, avatar, and networking.
- Built standalone editor tools (avatar editor, furniture grid tool) for the very systems I own — see Unity Editor Tools.









