Freestyle Street Basketball
and other works by JoyCity Entertainement
Freestyle Street Basketball is a sport MMO where the player controls a basketball player on street playgrounds, with a variety of customs and upgrades in a very early display of the freemium business model, It has been published in multiple countries across the world and counted up to half of the population registered in Korea alone (20M).
As a junior programmer from 2005 to 2007 for the live ops team, I got to work and get familiar with multiple systems such as gameplay, UI, AI (in LUA, used for single player challenges), and database (SQL architecture and queries).
In 2008, a team was gathered to create a sequel to Freestyle Basketball called Freestyle Manager. It revamps the 3 on 3 street hoops gameplay by allowing the player to control a full team with AI teammates.
As a generalist programmer, I was in charge of the first proper AI for the series (in coordination with ETRI labs), in LUA and C++, making it a scripted FSM with compiled decision making components.
I developed the first Flash UI in the studio, integrating Scaleform to our engine and developing each page’s Action Script logic before handing it over to an artist for dressing & animation.
Finally, I created a brand new cutscene tool, a stage design tool, and a full tutorial system (logic + scripting tool).
PROJECT GALAXY
One year, 10 people
Plarform: Windows mobile, iOS
In-house engine
While at JCE, I also worked in 2009 on the Galaxy Project. It was a the first mobile project of the company, a research on a series of casual games targeting Windows mobile and iOS devices.
As the Senior programmer of the team, I was responsible for the in-house 3D engine development, supporting multiple rendering API and OS. I also lead the team for a while, and supervised the creative direction (GD mentoring, graphics & music art direction).
Wanna know more about this? send me a message at contact@fabulaleonis.com !