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Champions Ascension

Champions Ascension is an Arena RPG where you collect and battle your own squad of brutal gladiators. You will embark on the pulse-pounding story of a gladiator on a blood-soaked rise to glory!

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Role

Gameplay Programmer

Tech

Unity, C#, Photon

Genre

Arena MMORPG

01

Overview

Champions Ascension is an NFT-based MMORPG developed by Plai Labs (backed by $32M in seed funding), set in the gladiatorial fantasy world of Massina. Players own, train, and battle NFT champions — earning in-game resources and ascending through tiers toward Eternal status.

My role was to design and build the mini-games hosted inside The Sleeping Karkadon — the game's social tavern hub where NFT holders gathered during the pre-alpha Slice of Massina events. These mini-games were the primary live content for the game's earliest players and NFT holders.

02

Mini-Games Built

[01] — Racing
Crab Racing
Physics · Real-time Multiplayer · Betting

Players select a crab and watch a chaotic race unfold on a circular tavern table. Winners earn tickets redeemable for NFT reward boxes. Built the full race simulation — crab AI locomotion, race state machine, ticket reward logic, and synchronized spectator view across all connected players.

Physics simulation State machine Photon RPC Reward system Spectator sync
[02] — Strategy
Dudo
Turn-based · Bluffing · Liar's Dice

A multiplayer bluffing dice game (also known as Liar's Dice). Each player rolls in secret, then bids on the total dice across the table — raising or calling bluff until someone shouts "Lo Dudo!" Built the full turn-flow system, hidden dice state, bid validation, Wild Ace rule logic, and networked game room management.

Turn management Hidden state sync Bid validation Wild Ace logic Room management
03

Technical Challenge

Multiplayer State Sync with Photon PUN2

The core challenge was keeping game state consistent across all clients in real time — especially for Dudo, where each player must see only their own dice but the bid history must be perfectly authoritative for everyone at the table. This required designing a custom hidden-state synchronisation system using Photon RPCs and room properties, so private dice rolls were never exposed to other clients while still being verifiable on resolution.

For Crab Racing, the challenge was different — ensuring the race simulation felt chaotic and fun while staying deterministic enough that all clients agreed on the outcome without a dedicated server. Solved by running the simulation on the Master Client and broadcasting checkpoints and final results via RPCs, while other clients ran a visual-only interpolated version locally.

04

Gameplay Preview

gameplay — champions ascension pre-alpha
05

Context

Studio
Plai Labs — formerly part of Jam City. Raised $32M in seed funding. Champions Ascension was their flagship title.
Game World
Set in Massina, a gladiatorial fantasy world. Players own NFT champions with unique traits, compete in the Colosseum Eternal, and earn on-chain rewards.
My Mini-games
Deployed inside The Sleeping Karkadon tavern — the social hub for Prime Eternal NFT holders during live Slice of Massina pre-alpha events.
Platform
PC (Windows). Built in Unity3D with C#. Real-time networking via Photon PUN2. Deployed to NFT holders via direct client download.