Joni Suojanen

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BREAK THE BEYOND


Break The Beyond is a fantasy roguelite card game with merge elements.

Immerse yourself in an exciting adventure where you fight enemies, collect and merge items to enhance their power.

Google Play Store



Break the Beyond

Game designer

My tasks included:

  • Communicating design and mechanics with all parts of the team.
  • Designing and balancing mechanics for soft launch.
  • Balancing item and enemy card types using spreadsheets and for fun gameplay.
  • Prototyping and testing mechanics to gain insight on player behaviour.
  • Creating test cases and test plans for test sessions for consistent testing.
  • Creating detailed bug tickets.
  • Gameplay Video





    Swap Mechanic

    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.

    Swap chart


    Document Creation

    Tools

  • Google Sheets / Docs
  • .csv data files to Unity Engine
  • GameAnalytics
  • Figma
  • 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.



    BALANCING AND TESTING
    A SKILL-BASED-PROGRESSION SYSTEM IN A MOBILE CARD GAME

  • Bachelor's thesis
  • Contextual study about different balancing methods
  • Modern quantitative and qualitative testing methods in practise
  • Balancing early skill-tree of Break the Beyond
  • 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.