On Blockscapes, I was a Generalist Game Designer. My responsibilities included:
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Economy Design
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Loot Boxes
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Block Theme Vanity Feature drop-weights
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In-game currency and hint drop-weights
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Store
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Block Theme Store Offers
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LiveOps
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Block Themes Vanity Events
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Roadmap and outsourcing calendar
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Challenge Mode
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Unique fast paced mode
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META & Feature Design
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Concept exploration design with the team for various META's and features
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Overall, I spent much of my time collaborating with the lead Game Designer, Project Management, and all other departments of the team to meet project deadlines and KPI goals.
Studio
PeopleFun
Platform
Android
Apple
Engine
Unity
Tools Used
Figma
Miro
Photoshop
Google PowerPoint
Google Spreadsheet
Duration
1.5 years
Completion
Steady State
Team Size
~12
Download and play Blockscapes on both Android and Apple devices!
Work Examples
Drop-weights Calculator Example
(Values not representative of actual play)
Vanity Drop Weights
In this example, I worked closely with my team to evaluate our games vanity drop rates with the goal of maximizing our KPI's.
I often found myself sitting side-by-side with one of the project managers going over spreadsheets and building a calculator that best fits our content pipeline.
After testing simulations in Excel, the engineering team then ran more simulations which allowed me to go in engine and make any adjustments needed.
Progression ramp
Working with the team, I was responsible for the player progression experience. Focusing on how and when they progress, and the types of rewards received for advancing in their progression.
Chest Reward Ramp Example
(Values not representative of actual play)
Store & Economy Design
As part of the large Block Themes feature, I also collaborated with the team on how to design store offers that also reach our KPI goals within a tight time constraint.
Vanity Store Responsibilities
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Block Themes UI/UX
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Block Themes Store Chest Pricing
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Block Themes Store Chest Drop-weights
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Block Themes Weekly Store design & rotation cadence