Selected case study
SolAR
A published location-based mobile RPG connecting real-world exploration with an evolving interactive world.
Technical leadership across a Unity client, backend services and operational tooling.

At a glance
- Product
- Location-based mobile RPG
- Role
- Tech Lead at KYKUYO
- Scope
- Unity, backend and operations
- Platforms
- iOS and Android
- Focus
- Mobile, geospatial and applied AI
Product context
SolAR is a location-based mobile RPG developed by KYKUYO. It turns real-world exploration into part of an evolving interactive world, bringing geospatial systems, mobile gameplay and online services together in one public product.
The challenge
Features rarely belong to a single layer. A gameplay decision can affect device performance, location logic, service contracts and the way the team operates the product. The technical challenge is therefore not only to build individual systems, but to keep those systems coherent while a live mobile product continues to evolve.
My role
As Tech Lead, I lead technical work across the Unity client, backend services and operational tooling while remaining directly involved in architecture and implementation. My scope includes mobile performance, geospatial engineering, cross-system integrations and applied on-device AI.
That role combines direction with delivery: defining boundaries, unblocking decisions and implementing the parts where architectural context matters most. It also means giving the wider team a technical foundation they can extend safely.
A cross-stack case: combat
One concrete example is a data-driven turn-based combat system spanning targeting, reusable skills, combos, enemy behaviour, encounters, progression and backend support.
The important decision was to treat combat as a product capability rather than a self-contained Unity feature. Gameplay rules, progression data and service responsibilities needed explicit boundaries so that new content could be introduced without coupling every change to one implementation path.
Engineering decisions
Across the product, I favour data-driven systems, observable integration points and clear ownership between client and services. On mobile and geospatial work, the right solution is shaped by device constraints and the uncertainty of real-world inputs. Applied AI is handled in the same way: as a capability that must earn its place inside a reliable user experience.
Current state
SolAR is publicly available on iOS and Android. This case study intentionally focuses on my approved public scope and should be read as one contribution within the broader design, art, product and engineering effort of the KYKUYO team.
01 — Key contributions
Key contributions
- 01
Technical direction across the product
I connect architectural decisions with hands-on implementation across the Unity client, backend services and operational tooling, so changes are evaluated as product-wide decisions.
- 02
Mobile and geospatial engineering
I work at the boundary between a real-world location layer and an evolving mobile RPG, where reliability, device constraints and responsive feedback shape the technical approach.
- 03
Cross-stack combat and progression
I led a data-driven turn-based combat system spanning targeting, reusable skills, combos, enemy behaviour, encounters, progression and the backend support around them.
- 04
Applied AI under product constraints
My scope includes on-device AI exploration and integration, approached as one capability within a live product rather than as an isolated model demonstration.
02 — Visual direction
Visual direction



Stack and tools
Stack and tools
Unity
Mobile client and interactive systems
C#
Gameplay, tools and runtime architecture
TypeScript
Backend services and shared contracts
NestJS
Modular API and product services
MongoDB
Persistent world and product data
AWS
Object storage and queue-based workflows
Firebase
Authentication and product analytics
Sentry
Client diagnostics and failure reporting