System Design Quest & Narrative Design
Mabinogi Mobile DevCat · Unity · Social MMO · KR Release 2025
Mabinogi Mobile DevCat · Unity · Social MMO · KR Release 2025
At DevCat, I was a Game System Designer on Mabinogi Mobile, a social MMO reimagining of the beloved Mabinogi IP — owning crafting and gathering system design, early-player progression, and quest authoring.
Mabinogi is a social MMO based on the popular original IP Mabinogi (2004). I participated in the early stage of the development, focusing on rapid conceptualization of various design ideas to shape the groundworks for crafting & gathering system. I worked with different task forces across disciplines to develop, implement, and verify initial concepts in an agile environment, drawing a bigger picture that aligns with the vision.
Working with ambiguity was frustrating in many ways, as it was constant discussion on the very abstract ideas with very little progress. However, it was exciting and meaningful to revisit some of the most fundamental design questions, such as "how do we create fun?".
Reached #1 in popularity and #3 in revenue on Google Play, and #1 grossing on iOS at launch.
• Designed core crafting & gathering systems for a social multiplayer MMO.
• Built dungeon ecosystems and crafting skills to encourage new encounters & adventure.
• Authored crafting quests tailored to early player learning curves using internal tools.
The design philosophy for Mabinogi Mobile centered on creating a vibrant social world shaped by player interaction. My core responsibility was to lay the groundwork for the crafting and gathering systems, which served as the backbone of this social experience.
Rather than designing them as solitary, repetitive tasks, crafting and gathering were envisioned as catalysts for adventure and interaction. We strategically built dungeon ecosystems where key resources were located, naturally encouraging players to form parties, explore the world, and create their own unique stories.
Making these complex systems accessible to new players was another key challenge. To address this, I authored a series of crafting quests tailored to the early-player learning curve. This guided players smoothly through the core mechanics, ensuring they understood the value of these systems within the larger game world.