Back to projects
LiveMMOMultiplayerLive-opsMobile
ZabbWorld: Secret Stories app icon

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

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 — NetworkService over 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 AvatarSystem skin-builder (later performance-optimized into AvatarSystemV2 by 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.