Plumo is a charming pet simulation game where you adopt and care for an adorable axolotl companion.
Players can strengthen their bond with the pet by feeding it a variety of foods, gently petting it, and spending time together through engaging mini-games like Tic-Tac-Toe, Jenga, Jigsaw and Pictionary. The conversations between the player and the pet are powered by an LLM, allowing for dynamic, natural chats that evolve with how you play and care for your axolotl. The game emphasizes emotional connection and consistent care, making each interaction feel meaningful as your axolotl responds to your attention.
Plumo delivers a cozy, casual experience designed to help players relax, have fun, and form a lasting bond with their virtual pet.
Developed using Unity on iOS and Android platforms.
Owned core architecture decisions and implementation across gameplay, animations, interactions and UI.
Set up a comprehensive, data-driven state machine for the character, along with custom editor tools to simulate and debug character states.
Built an extensible animation system that coordinated over 70 body and facial animations with lip-sync and reaction systems.
Implemented separate sprite sheet pipelines for body animations and facial animations, with detailed mouth and eye animation sets that could be layered and synchronized in real time to support expressions, emotions, and responsive interactions.
Created a data-driven state machine framework to manage complex character behavior and transitions using JSON-based configuration.
Integrated remote JSON fetch and parsing pipeline to dynamically load pet metrics, actions, and state change rules from an online source.
Designed and implemented a runtime memory-based state system, enabling instant updates and live state manipulation without recompilation.
Developed a custom Unity Editor toolset with dual windows - a State Simulator for testing behaviors and an Action History Viewer for visualizing state transitions and metric changes.
Implemented real-time visualization and debugging tools to assist designers in analyzing character logic flow and validating balancing parameters.
Enabled designer-driven iteration through data-only configuration, allowing non-programmers to tune AI and state behavior live via JSON edits.
Lead Game Designer
Game Designer
Game Designer
Lead Game Developer
Senior Game Developer
Game Developer
Game Developer
Technical Artist
Art Director
UX/UI Designer
Senior Product Manager
Project Manager