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



Overview

My contributions as game designer:

  • Writing Game Design Documentation.
  • Balancing early game economy in Google Sheets.
  • Creating test cases and test plans.
  • Prototyping and testing some mechanics.
  • Identifying and reporting bugs.
  • Wrote my bachelors thesis on balancing and testing the skilltree.
  • 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.

    Swap 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
  • Draw.io
  • Figma
  • I aimed to create clear and visual documentation for the project.I gathered feedback of documentation regularly in order to adapt to the teams preferred style. Keeping people up to date was important because many of the team members were remote, so I always gave a short update on main points of documentation.

    The project utilised a spreadsheet to unity workflow (.csv) in maintaining the stats, meaning enemy stats would be easily transferred from spreadsheets into unity for a faster workflow. For more situational features I created quick prototypes using Figma. I also occasionally programmed prototypes using Unity C# to illustrate the game feel better on major changes to a feature.



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

    I researched player motivation and Break the beyonds skill tree as part of my thesis. The main goal of the research was to gather data and possible improvement points in the system, and to gather data on player behaviour during soft launch.

    I also wanted to learn different aspects of balancing games by learning from different academic sources in the industry.

    I also wanted to learn and utilize modern testing methods to understand players progression during the game.

    I performed 2 playtest sessions and an online gameplay diary to understand players behaviour better and to analyze possible points of improvement.