Name: Final Fantasy: War of Eos
Type: MMO City-Building Game (Mobile)
Tech Stack: Lua (client), PHP/Python (backend)
Final Fantasy: War of Eos was a large-scale MMO mobile game built around dynamic, seasonal events. In this project, I focused on building flexible backend systems that enabled non-technical teams (like Game Design) to deploy new content without direct developer intervention.
📆 Event-Based Content Delivery System
All gameplay content — including quests, rewards, and timed mechanics — was configured through a backend event system, meaning:
Game designers could define new content with data alone
No new client updates were needed for most content releases
Seasonal and weekly events could be shipped faster and iterated more easily
📦 Data-Driven Architecture
Content was no longer hardcoded. Everything from objectives to reward logic was:
Defined in structured data formats (JSON/XML/etc.)
Parsed and interpreted by the backend and client in real time
Our goal was to decouple game content from code. To do this:
I built a PHP/Python-based backend capable of ingesting data from the Game Design team
Validated and parsed event definitions safely before pushing them live
Created versioned, hot-swappable event structures with rollback support
I learned how to design and maintain a data-driven system capable of handling thousands of live players with dynamic content changes.
Gained experience working with gamification systems, especially how engagement and reward cycles can be managed through modular backend logic.
Understood how backend flexibility can supercharge creative teams without compromising stability.