Kocheng : Battle of Boings

Unity Developer | Miraimimpi | Mobile Multiplayer

Competitive multiplayer artillery game built around fast-paced trajectory combat, social systems, and lightweight real-time networking.

Built and optimized a fast-paced multiplayer PvP experience.

Kocheng : Battle of Boings focused on responsive turn-based artillery gameplay combined with multiplayer systems, social features, and competitive progression. My work ranged from gameplay architecture and networking systems to optimization and production leadership.

4-person team 20+ gameplay features 60 FPS multiplayer target
AA-Project icon AA-Project gameplay screenshot
AA-Project gameplay screenshot

Led development across gameplay and production systems.

What I Built

  • Led a 4-person cross-functional international remote team across engineering, design, and art.
  • Developed most of the game, owning over 20 gameplay and backend features.
  • Worked across gameplay systems, social systems, multiplayer architecture, progression, and technical implementation.

Impact

  • Helped move the project toward production-quality multiplayer gameplay.
  • Improved implementation flow across multiple disciplines during development.
  • Helped the project meet targeted D1, D7, and D30 publishing metrics.
AA-Project multiplayer screenshot

Built outgames and social features for enhanced player engagement.

What I Built

  • Owns 10+ social features including but not limited to friend lists, chat systems, attendance system, leaderboards, daily rewards and more.
  • Responsible for majority implementation of UI and navigation for menu scenes.
  • Bridge the communication between social and multiplayer non-gameplay features to backend systems.

Impact

  • Achieve completeness of a competitive multiplayer gameplay experience through social features to enhance replayability.
  • Increased player retention and engagement through well-integrated social systems.
AA-Project multiplayer screenshot

Built lightweight networking solution for fast-moving-entity-heavy gameplay.

What I Built

  • Built multiplayer solutions for fast-moving entities and trajectory-heavy gameplay.
  • Focused on reducing visible stuttering while maintaining gameplay sync accuracy.
  • Optimized networking flow to significantly reduce data usage during multiplayer sessions.

Impact

  • Achieved smooth 60 FPS multiplayer gameplay with minimal visible stuttering.
  • Reduced multiplayer data usage by approximately ~90%.
AA-Project icon artwork

Optimized the game for stable mobile performance.

What I Built

  • Handled optimization across texture usage, runtime performance, and gameplay responsiveness.
  • Reduced build size by approximately ~60%.
  • Focused on maintaining smooth multiplayer performance across lower-end mobile devices.

Impact

  • Ensured a consistent 60 FPS frame rate in every scenario, even on lower-end mobile devices.
  • Maintained stable gameplay feel without sacrificing multiplayer responsiveness.

Want to see more of the game in motion?

This build is not publicly playable yet, but there are extra footages if you want to see more !

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