Game designer
My tasks included:
Gameplay Video
As the game is not a deck-type card game, attaining cards and consuming them is very important. According to feedback players wanted to discard cards to make space in hand. This would have changed the game completely, taking the game in a direction the team did not wish to take.
Swap allowed meaningful decisions without causing damage to the difficulty curve of the game. Each loot card that can be moved has a spinning indicator on it. We designed a partial swap for regular loot drops and a full swap in bigger rewards like opening treasure chests.
Mechanic not only gave players the choice to affect their hand but also gave a better user experience overall. In later stages of development it also allowed to plan ahead of future opponents.
During internship I aimed to create clear and visual documentation for all mechanics I created.
I used Google sheets and docs as main documentation tools, creating extensive mechanic lists and charts for enemies, items and economy.
For more normal mechanics I used Figma to prototype. If the team was inbetween wheter a mechanic should be in the game I created prototypes with Unity C# and tested them with a small playtest group.
My aim for the research was to learn different aspects of balancing games by learning
from different academic sources from industry.
I also wanted to learn and utilize modern testing methods to understand players
behaviour in regards of skill tree.
I performed 2 playtest sessions and an online gameplay diary to understand GameAnalytics
data better.