2 minute read
Obligatory Foreword
As you might expect, I cannot disclose the details of many things I worked on or created during my time at Kooapps, especially due to the nature of my expertise being quite “behind the scenes”.
As a result, this page will be lighter on the details.
I can, however, share anything I’ve contributed to that is already public information, or reasonably inferred from public records.
So, let’s see what I can share about my work at Kooapps in 2021!
Note: I began work at the beginning of August, 2021.
Languages used in 2021
(roughly from most to least used)
- Python
- C#
- Bash (+ zsh)
- Java
- Obj-C / Obj-C++
From Game Analyst to “Stability Analyst”
Here’s the quick story:
- Started on Pocket Family and Helix Stack Jump, saw some wins there
- Demonstrated a knack for identifying the causes of issues directly in the source code
- Quickly broadened scope to performing my analyses on all top-revenue games
- Became a specialist in TCR, stability, and monetization concerns, working directly under the CEO and COO
From “Stability Analyst” to “Stability Engineer”
Towards the end of the year, I was in the habit of saying “We can do better” with many projects.
Of course I was asked, “How? How can we make all games better? (That sounds like a lot of work…)”
I had several answers, which I don’t think I am at liberty to enumerate here.
I can, however, share that it was these answers that marked my transition into the role of an engineer; come 2022, my primary duties would shift from post-de-facto analyses, to the pre-emptive technical designs, processes, and concrete implementations that would come to (indeed) improve all our games.
See Also:
- Ore (Unity Package) (aka “Kore”)
- Kooapps (2022)
- Kooapps (2023)
Game Design Data Analysis Kooapps Employment Unity Mobile (Android/iOS)
6dee6b7 @ 2024-04-15