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Client Engineer  |  2025.08 — 2026.01

キングダム 頂天

キングダム 頂天

Overview

A performance-improvement and live-ops project for the smartphone simulation game “Kingdom Itadaki.” While implementing new event-related features, I also improved the overall user experience by optimizing the game’s loading behavior.

Responsibilities

As a client engineer, I was mainly responsible for:

  • Reviewing and redesigning asset management structure with Addressables
  • Shortening load time from application start to in-game entry
  • Designing and implementing new out-game features, including UI and communication flows
  • Investigating memory usage and spikes with Unity Profiler

Challenges

The title suffered from two major issues: long startup time caused by a growing asset footprint, and frequent freezes on specific devices due to memory pressure. Both had to be addressed to improve retention and day-to-day play comfort.

Solutions

After investigating the codebase and profiling loading behavior, I identified synchronous bottlenecks that were still processed in sequence. I improved the system through:

  • Asynchronous loading migration: Reworked critical resource flows with UniTask so loadable assets could be fetched without blocking the main path.
  • Addressables restructuring: Split oversized bundles into more appropriate groups and reduced catalog overhead.
  • Lazy loading: Deferred non-essential assets until first use instead of keeping them resident from startup.

Results

These changes reduced startup time by roughly 50 percent and made the experience noticeably smoother. The spike patterns tied to freeze reports were also mitigated, which contributed to fewer performance-related complaints in store reviews.

Image source: © Rudel Inc.

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