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Details : 

Role :  Game Designer

Engine :  Unity

Genre : Casual Simulation

Platform : Android & iOS

Team Size : Less than 20

Download Links :

After originally joining the team as a QA Tester during the pre release period, I got promoted to Game Designer

My position was more of generalist designer, since our team was pretty small (less then 20 people), there was a lot of work to be done on all possible aspects of design. 

 

My contributions to the project are : 

  • Game Balancing around game economy and data analysis

  • Content Design & LiveOps

  • Creating New Systems & Features

  • User Feedback implementation (QoL, smart UI/UX changes, tweaks)

  • Playtesting New Features

  • Creating and updating Specification Documents for future features in the roadmap

  • All in accordance with the Game Director's vision

Exemple Balancing, Content and LiveOps : 

I designed airlines, which are the recurrent content of the game and serve as the core of the LiveOps. 

    • An airline will feature new buildings, contracts, aircrafts and passengers which all have unique specifications which need to be balanced.

    •  I designed Airlines, handled the balancing, configuration and integration of the airline in Unity.


 

  • Airlines also possess what are called “Airline Passes” which are basically Battle Passes.

    • They contain currency, buildings, skins, and aircrafts. Progress in the airline pass is made by signing and completing contracts with said airline.

    • Which needs to be updated and balancing around the economy of the game.

Some of the features I designed :

Maintenance System Service  

  • I designed a Tarmac Repair system that would answer some of the issues the community was facing. 

  • Problem : The traffic on the ramps and taxiways would cause damage when the player wasn’t there since we allow for offline progress through a simulation. 

  • Solution : To remediate that, I was tasked to create a new system that would answer a problem while at the same time add a new layer of gameplay to our game while also keeping in mind monetisation by offering small Quality of Life changes in the new system that would favor players willing to spend the Premium Currency after setting up their airports. 


 

Licences 

  • I was tasked to find a solution to an issue our players were facing in regard to some late game mechanics that are poorly understood, without resorting to game funnels.

    • Problem : Our players can’t unlock some of our systems without needing external help (wikis or Discord)

    • Solution : Provide a guide for our players towards some content in the game that asks for specific conditions.

    • As text free as possible, it uses redirections and tooltips to encourage players' curiosity and learn by themselves.

UI/UX work on Figma for the Art and Dev Team : 

  • Alongside the written documents, I also designed the UI and UX of the features I worked on with Figma.

  • This helps all involved groups (devs and art) to understand the scope, intent  and vision of the feature where specifications documents will help more for special cases and minute detail

.

  • This is not intended to be the final product, the art and UI/UX Artists have the final say but it helps when explaining the feature and to carry the vision and main goal of the feature.

    • It's basically a form of prototyping, and it can be used to create User Stories, helping us spot problem and future issues in advance.

  • This method helped me and my team achieve the goal of the feature with much less contradictions and helps having ust all understand the intent. 

    • That way anyone can strive to improve the feature and make the best final product possible.

Example of Economy Design work done on the game : 

  • The game had an uncontrolled economy after years of content added to it.

  • I updated the economy documents with everything that had been added to the game,  to show where issues were, and gave possible solutions to my Game Director that would fix those issues.

  • The screenshots and the linked sheet are not representative of the values used in game, they are simply sample showcases of how I worked on the economy.

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