Project index

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.
Selected workEndgame loop replacementNames, values, and implementation removed
Forced high-value spawnPassive boss campingConcentrated unique dropsGrowing gear gap
01Ticket cost02Instanced run03Room graph04Timed finale05Reveal run rewards06Keep one
Room grammar ACombatDirect encounter pressure
Room grammar BTraversalMovement and route pressure
Room grammar CChaseTime and pursuit pressure
Room grammar DLogicReasoning and coordination pressure
Supply levers entry cost · run duration · reward rates · one retained rewardVariation levers room mix · sequence · temporary equipmentPlayer contract earn several possibilities · make one consequential choice
  1. 01Instancing removes the incentive to monopolise a shared spawn.
  2. 02Room grammars vary the work required without requiring a wholly new mode for every run.
  3. 03The finale preserves player choice while capping how much value leaves each completed run.
  4. 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.
Selected workEncounter ecology dependency modelVisual language and content catalogue removed
Biome conditionsLocal faunaAvailable materialsCreature behaviour
01Read place02Entrance grammar03Procedural interior04Encounter05Harvest06Return to world loop
Place layerEntranceBiome-specific silhouette and material cues
Ecology layerInteriorLocal fauna and gathered matter shape the space
Resource layerHarvestEncounter materials feed an existing craft loop
Exception layerAlphaRare variant carries an ability-granting prize
Consistency rule outside, inside, inhabitants, and reward must describe the same ecologyDependency rule harvested resources retain value outside the encounterRarity rule alpha variants alter the encounter and its prize, not only its number values
  1. 01The biome supplies design inputs; it is not a cosmetic skin selected after the encounter is built.
  2. 02Entrance briefs communicate the interior ecology before a player crosses the threshold.
  3. 03Harvestables connect the den to crafting, giving repeat visits a system-level purpose.
  4. 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.
Selected workCross-system progression loopRecipes, tuning, content, and product identity removed
Monsters → ingredient sourceExploration → ingredient sourceDens → ingredient source
01Gather02Skill-based cooking03Infusion04Energy management05Font of Power06Transformation
PracticeWorkshopA social location for interactive preparation
ChoiceRecipe treeIngredients become different progression routes
World ruleFontsTransformation depends on strategically relevant places
Mastery gatePrimal FontsAdvanced use yields material for the next tier
Closed loop mastery at high-tier Fonts returns materials to the progression systemPersistent state growth survives beyond a single ultimate activationCross-system value combat, Dens, exploration, craft, and social space each supply a required part
  1. 01Multiple ingredient sources prevent the feature from collapsing into one optimal activity.
  2. 02Cooking makes preparation playable rather than converting gathered matter through a menu only.
  3. 03Fonts make transformation geographically situated and therefore part of world strategy.
  4. 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.
Selected workWorld-state escalation and responseThresholds, narrative content, topology, and product identity removed
Population densityPlayer concentrationResource depletion
01Observe signals02Update regional state03Cross event condition04World crisis05Distributed response06Recover or escalate
Event class AOutbreakResearch posts may be overwhelmed; regional services change
Event class BEnvironmental crisisGathering and defence are distributed across the zone
Event class CParadox cascadeServer-wide secrets are embedded in public disruption
CulminationBoss eventThe crowd is divided into accountable two-person teams
Duo roleVANGUARDrole-specific responsibility
complementary actionsindividual judgementmutual survival
Duo roleWARDENrole-specific responsibility
Scale rule regional state responds to aggregate behaviourAgency rule crises require work in more than one placeAccountability rule the culminating crowd is partitioned into legible pairs
  1. 01The zone reads ongoing player behaviour rather than advancing through a fixed quest chain.
  2. 02Regional services become part of event state, making a crisis visible beyond its combat encounter.
  3. 03Distributed tasks prevent the whole population from solving every problem as one anonymous stack.
  4. 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.