Building a large-scale shared world in Unity means solving three problems
simultaneously: real-time multiplayer at scale, a live-service content pipeline
that keeps the world fresh after launch, and a player-facing economy that
requires consistent, auditable transaction handling. ZTX required all three.
The platform pivot added a fourth problem: re-engineering systems built for PC
to work on mobile — without throwing away what already existed. Scope and
direction shifted frequently. The engineering challenge was staying adaptable
without accumulating debt that would block the team later.
The third challenge was the team itself — engineers split across Korea and the
US, working in different time zones and different first languages. Decisions
made in one country didn't always land correctly in the other. Part of the
role, informally but consistently, was serving as the communication layer
between sides: translating technical intent, flagging misalignment before it
became a build problem, and keeping both teams oriented toward the same product.