Meow Quest

Senior Unity Developer | Not Boring Company | 2026 | Mobile

Hybrid idle roguelike game with auto-battle and a modular skill system where players build their hero's abilities on every adventure.

From early gameplay architecture to production polish.

Meow Quest was built around repeatable idle adventures, RNG decision making and roguelike ability progression with auto-battle mechanics. My work focused on designing, implementing, polish and synergized those concept into an easy-to-extend system and quality gameplay experience while keeping the game build performant on low-end mobile devices.

The game won MBX Hack The Fun Competition by MarbleX and Immutable on 2025.

8-person team Core systems owner Stable 60 FPS target

Gameplay Video

Led the production team across disciplines.

What I Built

  • Led an 8-person international remote team across engineering, design, and art.
  • Kept implementation direction aligned between gameplay needs, art feedback, and production goals.
  • Built technical art solutions and extension tools to enable seamless collaboration across department in unity.
  • Heavily involved with animations and visual effects. Developed reusable polished UI feedback system for future features.

Impact

  • Led the game to win the MBX Hack The Fun Competition by MarbleX and Immutable on 2025.
  • Improved team workflow by reducing implementation friction between engineering, design, and art.
  • Helped the team move from prototype work into a more stable production rhythm.
  • Help the team to stay at a high-quality standard on every asset delivery or build delivery

Owned the adventure system foundations.

What I Built

  • Designed and built the Narration and Encounter systems from concepts and early architecture into production-ready gameplay.
  • Build a designer-friendly scriptable object-based narration system, making the system flexible, while also being friendly to design department.
  • With odin inspector, build a designer-friendly NPC interaction system that's synergistic to the narration system, ensuring a flexible system but still friendly for designers.
  • Contribute in environment system design, assuring minimal smooth, stunning and minimal glitch environments with whimsical visual feedback.
  • Implemented UI design of Narration and Encounter from UI/UX Department into the engine and hook that UI with working system.

Impact

  • Built a cohesive inter-connected system of which the core gameplay is built around; producing a stable and scalable system of which teammate can work around in.
  • Enabled a seamless collaboration with game designer on creating narration and narration variants on each world.
  • Gave design and art clearer implementation paths for new encounters, rewards, and player feedback moments.
  • Helped environment artist to implement produced art into living area that we play our game in.

Owned the entity and battle foundations.

What I Built

  • Build a scriptable-object friendly entity stat system, enabling flexible and scalable character progression while remain friendly for designer to test things out.
  • Owned ailment systems that's synergized with battle system, from technical implementation to visual feedback.
  • Implement a state-machine based auto-battle system with multiple phases of which abilities can trigger within.
  • Architected and implemented entity setup and configuration, from core system stats to visual accessory and polishing.
  • Implemented polished visual feedback for battle impacts, such as hit effects, damage numbers, camera effects, and other visual cues.
  • Implemented UI design of battle system from UI/UX Department into the engine and hook that UI with working system.

Impact

  • Increased productivity of design department by providing scriptable-object options on entity and ailment designing.
  • Increased productivity of art department on creating entity-related assets by providing clear specs, previewable with clear entity setup.
  • Ensured a premium gameplay experience through polished and elegant visual feedbacks and battle's synergy with other features.

Owned the trinket and powerup systems.

What I Built

  • Built the modular ability system called Trinket and buff-debuff system called Powerup translating early concepts to production-ready system.
  • Built flexible ability architecture system enabling unique behaviors for each Trinket skills, weapons, and basically any desired aspects of the game.
  • Synergized Trinket and Powerup system with Adventure and Narration system, seamlessly integrating them into one cohesive gameplay experience.
  • Implement solutions for Trinket skills to be integrated in various phases during battle, further broadening the capabilities of designer to create unique types of abilities in the game.
  • Implement modular powerup system with flexible capabilities enabling powerup to be applied in various contexts and scenarios.
  • Implemented UI design of Trinket Selection, Trinket Skill Selection and Powerup Selection from UI/UX Department into the engine and hook that UI with working system.

Impact

  • Improved gameplay depth and variety by enabling designers to create unique abilities and powerups.
  • Increased design flexibility by allowing abilities and powerups to be applied in various contexts and scenarios.
  • Enhanced player engagement by providing diverse and dynamic gameplay experiences through the Trinket and Powerup systems.
  • Further increased premium and one-of-a-kind game feel by providing unique game feature such as customizable Trinket and Powerup combinations.

Owns unique minigame feature and polishing for low-end mobile devices.

What I Built

  • Implemented minigame features, integrating them seamlessly into the main gameplay loop.
  • Polished the minigame flow and gameplay feel derived from the initial concepts.
  • Implemented UI designs for various minigames from UI/UX Department into the engine and hook that UI with working system.
  • Handled optimization across texture management, Addressables, code optimization, and runtime performance.
  • Identify bottlenecks and eliminate memory-related silent-killer performance issues.
  • Reduced build size by ~70% and memory usage by ~80%.
  • Maintained stable 60 FPS on low-end mobile devices and reduced performance spikes during extended sessions.

Impact

  • Add more depth to the gameplay experience through polished minigames.
  • Made the game more viable for lower-end mobile devices without cutting the core gameplay experience.
  • Improved runtime stability during longer sessions, reducing the risk of degraded play over time.

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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