
Over three months, Giwoon Song engineered core systems for KimGiWoon/Project_KC, focusing on scalable Unity game architecture and robust user flows. He implemented user authentication with Firebase and Google Sign-In, established data-driven asset pipelines using Addressables, and integrated persistent user data management. His work included building modular UI components, optimizing asset loading, and connecting gameplay features such as Roguelike scenes, Gacha systems, and in-app purchases. Using C#, Unity, and Firebase, Giwoon delivered 90 features and resolved 54 bugs, demonstrating depth in both backend and frontend development. The resulting codebase supports rapid iteration, reliable live operations, and maintainable cross-platform deployment.

In 2025-10, KimGiWoon/Project_KC delivered a cohesive set of platform-enabling updates that improved user experience, performance, and monetization readiness, while tightening reliability of core gameplay loops. The Roguelike UI was overhauled with new assets and scene stability fixes, enabling smoother navigation and clearer text rendering. Asset management was modernized via Addressables, reducing load times and memory footprint through per-scene releases and optimized image assets. Media assets were integrated to enrich UI/UX, and monetization features—In‑App Purchases and rewarded ads (AdMob)—are now in place to support sustainable revenue. Targeted bug fixes addressed critical gameplay and UI reliability, including UI confirmation flow, HP calculations, and end-of-battle health accuracy. Overall, this work enhances user retention, accelerates iteration with a cleaner asset pipeline, and strengthens revenue opportunities while maintaining gameplay integrity.
In 2025-10, KimGiWoon/Project_KC delivered a cohesive set of platform-enabling updates that improved user experience, performance, and monetization readiness, while tightening reliability of core gameplay loops. The Roguelike UI was overhauled with new assets and scene stability fixes, enabling smoother navigation and clearer text rendering. Asset management was modernized via Addressables, reducing load times and memory footprint through per-scene releases and optimized image assets. Media assets were integrated to enrich UI/UX, and monetization features—In‑App Purchases and rewarded ads (AdMob)—are now in place to support sustainable revenue. Targeted bug fixes addressed critical gameplay and UI reliability, including UI confirmation flow, HP calculations, and end-of-battle health accuracy. Overall, this work enhances user retention, accelerates iteration with a cleaner asset pipeline, and strengthens revenue opportunities while maintaining gameplay integrity.
Month: 2025-09. Delivered a data-driven foundation and cross-scene UX improvements across KimGiWoon/Project_KC, enabling scalable content growth, faster iteration, and more reliable live ops.
Month: 2025-09. Delivered a data-driven foundation and cross-scene UX improvements across KimGiWoon/Project_KC, enabling scalable content growth, faster iteration, and more reliable live ops.
August 2025 highlights strong progress toward a scalable, user-centric Unity project. Key features delivered include a robust User Authentication & Sign-In System (Firebase/Google Sign-In with new-vs-existing user flows, nickname management, logout/withdrawal, and Unity Editor support), Core Scene & UI Architecture (SceneManager, base GameManager/UIManager), and an Addressables-driven asset pipeline. We also integrated Main Lobby assets with persistent nickname linkage via Firebase, established data tables groundwork for characters/monsters, and completed an end-to-end Login-to-InGame demo build. Notable bug fixes stabilized project settings, resolved EventType collisions, cleaned up Event System overrides, and improved UI wiring. These efforts enhance onboarding, reliability, and scalability for upcoming live-service milestones. Technologies demonstrated include Unity, Firebase, Google Sign-In, Addressables, scene/UI architecture, build automation, and data-driven design.
August 2025 highlights strong progress toward a scalable, user-centric Unity project. Key features delivered include a robust User Authentication & Sign-In System (Firebase/Google Sign-In with new-vs-existing user flows, nickname management, logout/withdrawal, and Unity Editor support), Core Scene & UI Architecture (SceneManager, base GameManager/UIManager), and an Addressables-driven asset pipeline. We also integrated Main Lobby assets with persistent nickname linkage via Firebase, established data tables groundwork for characters/monsters, and completed an end-to-end Login-to-InGame demo build. Notable bug fixes stabilized project settings, resolved EventType collisions, cleaned up Event System overrides, and improved UI wiring. These efforts enhance onboarding, reliability, and scalability for upcoming live-service milestones. Technologies demonstrated include Unity, Firebase, Google Sign-In, Addressables, scene/UI architecture, build automation, and data-driven design.
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