Fatih Çil

Self-Taught Developer

Software Engineer

Programmer

Game Developer

Fatih Çil

Self-Taught Developer

Software Engineer

Programmer

Game Developer

Kingdom of Pandoria

  • Created By: Panteon — Client Developer: Fatih Çil
  • Date: 2023 - 2025
  • Game Engine: Unity
Watch Gameplay

Kingdom of Pandoria (CANCELLED)

I worked as a client developer on this midcore, massively multiplayer online strategy game at Panteon between 2023 and 2025. During its soft-launch phase the game was published under the names “Rise of Gods”, “Rise of Heroes – Survival” and “Kingdom of Pandoria”. The project was cancelled after it did not reach its targets — but it was a huge engineering playground and the biggest production codebase I have worked on.

About the Game

Kingdom of Pandoria was a classic 4X-style mobile MMO strategy game: thousands of players shared a persistent world map split into realms, where they built and upgraded their kingdoms, gathered resources, trained armies and watched them march across the map in real time to besiege enemy cities, capture points of interest and fight world bosses. On top of the core loop sat alliance systems (chat, alliance wars, territory control), a hero collection with active skills and rarity tiers, VIP/economy progression and live-ops events.

What made it special for me was the amount of side content: the game shipped several built-in minigames — Wave Defense, RPG Battle, Runner, Strike Mission and a PvE Campaign — each playing like a small standalone game reusing the shared gameplay framework.

My Contributions

  • Game UI: Built and maintained a large share of the game’s UI screens on top of the in-house Datus data-binding framework, from army and hero management to battle and economy screens.
  • Wave Defense & RPG Battle minigames: Implemented boss fight sequences, hero active-skill states, power scaling of enemy waves and a shared joystick controller used across all minigames.
  • Dynamic Atlas System: Worked on a runtime texture-atlas system that packs UI sprites on the fly to cut draw calls and memory usage.
  • Shader warm-up pipeline: Built tooling that generates shader variant collections and pre-warms them at startup to eliminate runtime hitches.
  • Replay & asset systems: Contributed to the battle replay system and the asset pipeline/addressables tooling.
  • Formation System: Helped improve the army formation system — character slot formations and character state management for units marching on the world map.

Tech Stack

  • Engine: Unity 2022 LTS with the Universal Render Pipeline (URP), Cinemachine, the new Input System and AI Navigation.
  • Architecture: A custom subsystem-based client architecture with 60+ isolated modules (game loop, asset management, animation, batch rendering, replay, tutorial, localization…), wired together with C# source generators (Roslyn) to remove boilerplate.
  • Async & performance: UniTask-based async flows, Burst-compiled jobs and Unity Collections for hot paths, custom batch rendering, memory snapshot and texture-optimization tooling.
  • Networking: Real-time communication with the MMO backend over WebSockets with MessagePack binary serialization.
  • UI: In-house Datus.UI reactive data-binding framework plus a runtime dynamic atlas system for UI sprites.
  • Live-ops & pipeline: In-house SDK suite for auth, push notifications, IAP and analytics; Jenkins CI with automated test subsystems — and even an in-house Stable Diffusion pipeline that the art team used for concept iterations.

Gameplay video:

Kingdom of Pandoria - siege battle on the world map
Kingdom of Pandoria - Rule the Land
Kingdom of Pandoria - world map (development build)