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TUBiT

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Genre

Simulation

iOS

Game Designer

Full-Cycle Development

3 months

Live

Platform

Role

Duration

Status

Project Type

Small Team, Big Vibes

When I joined the team, TUBiT was already in its late development stage. The crew was tight—just 4 to 5 people. Under the guidance of producer Julia Korn (shoutout to her for being an absolute gem), I was warmly welcomed and quickly found my footing. It was also my first experience working in a truly international setup, collaborating with folks across different time zones and backgrounds. No unnecessary pressure, just pure creative focus and lots of good vibes.


My Missions: Trends, Virality, and Balancing Mayhem

So, what did I actually do in TubIT?

Hourly Trend Mechanic

My main quest was to design the “Hourly Trend” system—a key feature that affects how well a player's video performs. Say you upload a "comedy" video during a peak comedy hour? Boom, views and subs come rolling in like a well-optimized algorithm push. This mechanic added a layer of strategy, nudging players to time their uploads wisely.

Virality Formula

Final Balancing Touch

From Local Desk to Global Stage

You know that dream where you become a famous YouTuber from your bedroom, churning out viral videos and raking in views while sipping coffee in your pajamas? That’s the fantasy TUBiT turns into a game. Released on the App Store, TUBiT is a quirky YouTuber simulator where players start from zero and hustle their way to online stardom—creating videos, chasing trends, stacking up subscribers, and slowly transforming their humble abode into a content creator’s paradise.


And guess what? This was the first project I jumped into after joining Magic Media.

Next up: the virality rate. I created a formula that determines the probability of a video going viral. To keep things spicy and prevent players from gaming the system, I added a dash of randomness. Just like in real life, you never really know which video will blow up. (Cursed unboxing of a cucumber? Viral. High-effort cinematic short film? Meh.)

Before the game was handed over to the client, I also rolled up my sleeves and tackled the final balancing of the in-game economy—tweaking values, smoothing progression, and making sure players felt rewarded without the grind turning into a chore.

TUBiT will always hold a special place in my journey as a game designer. It was more than just a project—it was a crash course in cross-cultural teamwork, systems design, and the beautiful chaos of live balancing.


One of the coolest moments for me? Realizing my first international project had none other than TheTekkitRealm as the client. I mean, starting out on a game for a YouTuber about being a YouTuber? That’s some cosmic alignment right there.


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