Selected game-system design · NDA-protected
Selected game
systems
- Format
- Four project case studies
- Focus
- Endgame · ecology · progression · multiplayer
- NDA note
- Identifying detail and proprietary material removed
Game system · Endgame / economy / POD leadership
Expeditions
How can a camped boss loop become an active endgame without accelerating the supply of its rarest rewards?
- Context
- Organised groups forced valuable spawns and repeated one encounter.
- Scope
- Access cost · run structure · temporary gear · reward selection.
- My role
- POD leadership across junior design, engineering, and art.
- Status
- Replacement system delivered.
- 01Instancing removes the incentive to monopolise a shared spawn.
- 02Room grammars vary the work required without requiring a wholly new mode for every run.
- 03The finale preserves player choice while capping how much value leaves each completed run.
- 04Ticket, temporary-gear, and reward models were evaluated together because each changes the same economy.
Supporting recordExpeditions decisionsRole, constraints, process, and delivered outcome
- Context
- Reduce targeted farming without turning access or rewards into arbitrary punishment.
- My role
- Player-flow prototype, procedural room framework, ticket and reward models, production direction.
- Selected work
- Replace a shared waiting loop with bounded, time-limited instances.
- Process
- Let the run expose multiple earned rewards, then permit one retained selection.
- Outcome
- The instanced system replaced the previous camping loop.
Game system · Ecology / world / art direction
Dens
What makes a repeatable monster encounter read as part of its environment rather than a generic spawn placed on top of it?
- Context
- A repetitive encounter with weak rewards had become safe to ignore.
- Scope
- Biome · entrance · interior · fauna · resources · crafting · rare variants.
- My role
- Design workshops, environmental logic, art briefs, and cross-discipline direction.
- Status
- Framework and art briefs delivered.
- 01The biome supplies design inputs; it is not a cosmetic skin selected after the encounter is built.
- 02Entrance briefs communicate the interior ecology before a player crosses the threshold.
- 03Harvestables connect the den to crafting, giving repeat visits a system-level purpose.
- 04Rare alphas create a memorable exception inside a repeatable procedural structure.
Supporting recordDens decisionsRole, environmental logic, cross-system value, and delivered briefs
- Context
- The encounter had to gain meaning without becoming detached from the wider exploration loop.
- My role
- Junior-design workshops, ecology framework, reference sets, and biome-specific art briefs.
- Selected work
- Derive each den from environmental cues rather than applying one universal encounter shell.
- Process
- Connect common materials to crafting; reserve distinct ability prizes for rare alpha variants.
- Outcome
- An ecology framework and biome-specific art briefs.
Game system · Progression / craft / experience design
Primal Infusion
How can one spectacular timed ability become persistent progression without reducing the answer to a longer timer?
- Context
- A well-liked giant-form ultimate ended when its timer expired.
- Scope
- Combat · monster drops · Dens · exploration · cooking · world locations · growth.
- My role
- System design across crafting, progression, world rules, and cross-system dependencies.
- Status
- Design specification completed.
- 01Multiple ingredient sources prevent the feature from collapsing into one optimal activity.
- 02Cooking makes preparation playable rather than converting gathered matter through a menu only.
- 03Fonts make transformation geographically situated and therefore part of world strategy.
- 04Primal Fonts close the loop: mastery produces materials needed for further growth.
Supporting recordPrimal Infusion decisionsRole, progression structure, world rules, and completed specification
- Context
- Extend the meaning of the ultimate without simply extending its duration or adding an isolated upgrade tree.
- My role
- Crafting minigames, recipe trees, ingredient sources, world rules, progression structure, and participating-system map.
- Selected work
- Distribute preparation across gathering, craft, energy, place, and transformation mastery.
- Process
- Require Fonts of Power so that advanced use changes how players read and route through the world.
- Outcome
- Complete design specification and dependency model.
Game system · Emergent multiplayer / production planning
Temporal Anomaly
How can hundreds of players share one persistent crisis while local decisions and two-person coordination still matter?
- Context
- Persistent zone driven by population, concentration, and resource depletion.
- Scope
- Signals · regional state · services · events · secrets · group roles.
- My role
- System design and production planning.
- Status
- Greenlit, then shelved after a studio-wide priority change.
- 01The zone reads ongoing player behaviour rather than advancing through a fixed quest chain.
- 02Regional services become part of event state, making a crisis visible beyond its combat encounter.
- 03Distributed tasks prevent the whole population from solving every problem as one anonymous stack.
- 04Vanguard and Warden pairing restores individual responsibility inside the largest encounter.
Supporting recordTemporal Anomaly decisionsRole, aggregate world state, local accountability, and production outcome
- Context
- Mass participation must alter the world while preserving local judgement, coordination, and recoverable state.
- My role
- System flowcharts, reward and difficulty models, narrative briefs, content pipelines, and preliminary art-asset lists.
- Selected work
- Drive events from population, concentration, and depletion rather than a conventional central quest hub.
- Process
- Use distributed objectives for world crises and complementary pairs for the culminating battle.
- Outcome
- Fully greenlit, then shelved after a studio-wide change in funding and priorities.
Working model · Game-system trade-offs
Stress the rule each system protects.
These are explanatory models, not proprietary balance simulations. Raise the pressures around one design and see which lever responds—and which player contract must remain intact.
About these case studies
NDA note
Client names, internal material, balance values, and identifying implementation details are omitted. The diagrams reconstruct design relationships only.