Gearing Up for Bandai Namco's Bless Unleashed

01 — Project details

Bless Unleashed was the flagship MMORPG for Bandai Namco Entertainment America, exclusive to Xbox One. This free-to-play action RPG was developed by South Korea's Round 8 Studio, a subsidiary of Neowiz. It was marketed as the first major HD MMO designed specifically for consoles. The game was a reboot of Round 8's earlier PC title and was intended to be a key release for Bandai Namco America's non-Japanese intellectual property lineup. I joined as the Community Manager shortly after the game's announcement at PAX West 2018, which originally aimed for a summer 2019 launch and had yet to establish a Western community.

02 — The challenge

Build a Western console community for an MMO IP from scratch. The game had been publicly announced but lacked a community presence beyond its press cycle. There was no English-language content available aside from marketing summaries, and it was based on a Korean predecessor that most of the target audience either hadn't played or associated with a failed PC version.

The goal was to establish this community quickly enough to support an aggressive 2019 launch target, ensure it was sufficiently deep to retain players through the typical beta-to-launch lag associated with MMO releases, and provide enough information for fans to understand the game. It needed to be clear that this was a console-native action MMO with its own unique identity, not a free-to-play imitation of the predecessor.

03 — What I owned

  1. Community Strategy Overview - From the announcement onward, I led the day-to-day direction of the community across our owned channels—Twitter, Facebook, Instagram, Twitch, and the official forums. I partnered with the Brand and PR teams to ensure our messaging was aligned across all public-facing platforms during the foundational pre-launch phase.

  2. Content Cycle for Player Education - I built and managed the editorial content cycle that introduced the game's classes—Berserker, Crusader, Mage, Priest, and Ranger—as well as the races, abilities, lore, and progression systems. My goal was to translate complex MMO mechanics into approachable, repeatable content that provided the community with something new to engage with each week.

  3. IP Fluency from the Source - To ensure accuracy, I learned the game thoroughly by working directly with the Korean translation documentation. This approach allowed the community content and player-facing copy to accurately reflect the actual mechanics and lore, rather than relying on English marketing summaries that had diverged from the original material.

  4. Cross-Functional Alignment - I collaborated closely with the Brand and PR teams to ensure that community content aligned with the broader campaign narrative—specifically, the class-reveal cadence and the overall IP positioning within Bandai Namco America's release slate.

  5. Beta Program Architecture - I designed the community-facing structure for the upcoming closed beta program and established it as a self-sustaining framework. This included creating the channel cadence, communication templates, player feedback intake processes, and reward flows. This setup allowed the team to execute the program smoothly in my absence.

Bless Unleashed Launch Trailer

04 — Results

During the window from the announcement to the pre-beta phase, I built a strong community foundation that included a diverse channel mix, a well-planned schedule for class and lore content, effective cross-functional alignment between the Community, Brand, and PR teams, and a structured closed beta program that I designed before my departure. This framework was adopted by Bandai Namco during their closed beta cycles in the spring and summer of 2019, the open beta in November 2019, and the Xbox One launch in March 2020. The work I accomplished established the necessary public-facing community presence for the title, which was crucial for a successful launch.

05 — More information

Bless Unleashed was the third free-to-play title I worked on, and the first I helped plan as a ground-up F2P launch rather than a pay-to-play conversion. It also had source material that was most different from the audience I was targeting. This experience helped me sharpen skills I had been developing through previous launches—such as creating a content cycle from scratch, translating a complex MMO into community-friendly content that fans could engage with on a weekly basis, and designing a community program (including the beta structure) that remains effective even after the original creator has moved on. These skills were directly applicable to every community and content role I took on afterward.

This site uses cookies

By using this website, you agree to the use of cookies.