- Gameplay Systems
- Released
Shinobi Story
A custom Naruto MMORPG with original animation, rebuilt gameplay systems, weekly content and five years of live operations. I started in customer support and grew into animation, content production, marketing and mentoring new developers.
- My role
- Live operations, content planning, animation, player support, marketing and developer mentoring
- Project
- Custom MMORPG built by overhauling the World of Warcraft 3.3.5 client and gameplay systems
- Reach
- 1M+ downloads, 56,000 players, a 16,500-member Discord
- Result
- $110K revenue over five live years, 2019–2024
What I did
The team used the WoW 3.3.5 client as a technical base, then replaced its characters, abilities, animation, combat and supporting systems to make a distinct MMORPG.
I began in customer support, which taught me what the community actually felt, then moved into development: character and ability animation, guiding new developers through scripting, level design and debugging, and shaping content rollouts and training material.
Results
Scale
1M+ downloads, 56,000 players and a 16,500+ member Discord community.Revenue
$110K total revenue at roughly an 85% margin, with low cost of goods.Longevity
Engagement sustained across a five-year live project, 2019–2024.
Running a live game
Content planning
I mapped content drops to player progression: quests, story beats and seasonal events timed to keep both new players and five-year veterans coming back.
Marketing rollouts
Promo material timed to major content drops: update trailers, event graphics and community announcements planned around peak player hours.
Quality reviews
A before-and-after review process to hold community-built areas to the standard of official content, focused on lighting, asset density and how clearly players can find their way.
More videos
Blood Moon Festival | Shinobi Story Halloween Update
Shinobi Story | Gameplay Prototype
Shinobi Story | Combat Mechanics
The sequel is in development in Unreal Engine 5: see Shinobi Story 2.