Company
Rogue Harbour Game Studio
Role
Sr. Game Design (Economy)
Platforms
iOS, Android
Genres
Idle, City Sim
Tech
Unity, C#
Design Skills
Product, Economy, Gameplay
I jumped over to Disaster Town Tycoon from my other project to lend a hand with economy design, which needed a major overhaul. After a review, I outlined some of the major issues that needed to be resolved with the core loop and economy, presented solutions, and worked at codifying some economy design tenants for the game.
Aside from theory, I assisted the other designers with brainstorming and designing for requested features, and implemented a major overhaul of the Rank 1-50 level data and economy in a few short months. After our 0.7.0 and 0.8.0 release, we focused on adjusting the economy further based on funnel data. I also overhauled and streamlined a few event economies before I got to move back to my own project.
While working on the economy updates for the project, I ended up making adjustments to almost every area of the game. Outside of the game loop and economy theory crafting I mentioned above, I worked through much more hands-on, number adjustment work. Number work isn’t my favorite thing to do, but when a job needs to get done, I’m not one to shy away.
Diamond Pack version of the Casino Building.
Spin Wheel balance at Rank 24
As a senior game designer, I also took on the responsibility to offer a helping hand to the other designers and help unload some of their burdens. I provided feedback for their design work, validated their design choices through my economy design, and helped implement where necessary.
Building Upgrade progress visuals
Winter Disaster Event - Attack Phase