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.
- 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.
- 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.
- 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.
- 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.
About these case studies
NDA note
Client names, internal material, balance values, and identifying implementation details are omitted. The diagrams reconstruct design relationships only.