アイ☆スタ ぽっぷんピース!
Overview
A puzzle game linked to a livestream platform. I joined during the new-development phase as a client-side engineer and also supported parts of the design work when resources were limited. Later, I continued through live operation as the main engineer.
Responsibilities
During the new-development phase, I worked on:
- Out-game UI implementation for screens such as home, missions, and settings
- Integration with network APIs and the WebSocket communication layer
- Screen and scene transition behavior
- Implementations mindful of WebGL-specific constraints
- Partial design work for puzzle pieces and UI assets
During live operation, the team was reduced and I ultimately led the following work as the sole client engineer:
- Development and maintenance of new features and event features
- Support for planners and QA, including requirement coordination and data design
Challenges
The title had to ship within three months from planning, so one major challenge was keeping real-time platform interaction responsive under a very tight schedule. Later in live operation, another challenge was maintaining a clean architecture that one engineer could safely own end to end.
Solutions
I used UniRx to organize data binding and asynchronous flows, separating View and Model responsibilities so that the out-game layer stayed manageable as complexity increased. I also revisited interface design so the client could absorb ongoing feature additions and fixes without becoming rigid.
Results
I completed both feature development and maintenance through the live-ops phase as the only client engineer. That helped keep the title stable while limiting critical bugs after release.
Image source: © ScopeNext Inc.