Case Study
Berserk Heroes Online
Step into the production story behind a Unity client shaped around PvP entry, lobby identity, reward feedback, and meta-game systems: the kind of player-facing work that has to move cleanly from product intent into readable, release-ready flows.
Overview
Berserk Heroes Online is a PC collectible card game built around PvP battles, meta-game progression, and player customization. As a Feature Tech Owner, I took major Unity client features from product discussion and architecture through implementation, analytics coverage, QA validation, and release readiness.
I owned player-facing flows across PvP, rating feedback, customization, lobby systems, deck building, rewards, and reusable progression logic. The goal was practical production readiness: clear states, reviewable behavior, fewer loose edge cases, and client systems that teammates could reason about and extend.
PvP Entry Flow
I owned the client-side competitive entry flow: opponent search, readiness states, rating-facing feedback, and the transition from lobby intent into a playable match.
Lobby Customization
I delivered item setup, selection flow, unlock logic, and player-facing lobby states while clarifying behavior with Product and Game Design.
Meta Customization
I worked on profile identity, card backs, dice, selection states, equipped states, unlock logic, and feedback across the client.
Client Systems Highlights
Additional gameplay and UI moments from production-facing Unity client work: reward presentation, deck building, and reusable progression support.
Booster Opening
Reward reveal timing, card feedback, progression state, and the return path into the collection loop.
Deck Building
Collection choices, deck state, validation feedback, and battle readiness connected into one client flow.
Reusable Progression
Reusable task and progression work shaped to support future feature delivery without breaking existing scenarios.