
A(i)dol is a first-person K-pop idol growth game in which the music, the look and the performance video are generated for you, from your choices.
You’re not managing an idol. You are one.
You start as nobody. Echo approaches you about an audition you have no business attending. You go anyway, you perform, two agencies notice you, and you pick one. From there the game runs four in-game weeks, and each one is a question about who you are:
| In-game timeline | Question | Activities |
|---|---|---|
| Week 1 | Who am I? | Identity, voice, self-introduction |
| Week 2 | What music represents me? | Meet the producer, make a song |
| Week 3 | What visual represents me? | Stylist, stage, performance |
| Week 4 | How do I connect with fans? | Release, reaction, first-month report |

At the end you have a song, an idol and a video, none of which existed before you played, and none of which will be the same for the next player.

Underneath the fiction, the design goal is a safe, bounded space to try on questions about identity, ambition and self-expression without the consequences of doing it for real.
At a glance
| Platform | Mobile, portrait |
| Genre | Simulation / idol growth |
| Audience | Young K-pop fans |
| Art Direction | Anime-style, Japanese and Korean idol aesthetics |
| Engine | Unity 6.0 (6000.0.82f1) |
| Version Control | Perforce |

Producer and creative director with 10+ years of experience in media, virtual content, and interactive storytelling.

Producer with 3+ years leading cross-functional teams through Agile development of interactive products.

Software and AI/ML engineer focused on interactive and entertainment technologies.

Artist, 3D Generalist, Game Designer, Writer, AI Negotiator, Guitar Player, Gamer, Amateur Poet, Professional Daydreamer, and Young Man of Letters.

Gameplay and Client programmer who tackles gameplay, real-time graphics, and game engines.

Programmer with experience across gameplay programming, game development tools, and AI-powered creative workflows.