Published Games

Design Challenge:
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To Learn and Utilize the Core engine and Create unique multiplayer gameplay.
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Team: 1-3
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Role: Technical Game Designer
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Published: 7 games
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Responsibilities:
- Build Roadmap and long term F2P business model
- Plan and Document Design Process
- Design and Implement Mechanics
- Share and Gain following with target audience.
- Build social following and host player competitions.

Agents Smashball
4th place "Team Sport Ball"
Summer Games Jam
Arkane Survivors: Evolution
2th place "Fantasy"
Anime Jame 2022
Attack on Dragon: Snow & Fire
5th place of the "People Choice"
GGJ + Core Holiday Jam
Case studies:
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1. MOBA gameplay design:
MOBA is a complex genre. It includes a pool of champions, skills, items/progression and regional objectives. I developed my first MOBA on Core to test my understanding and learn to balance different gameplay mechanics to ensure fair competitive experience.
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In short, I found that the strength of each character often tight with his/her class. To eliminate the option of hybrid builds that allow players to build alternatively helped to minimize the risk of creating overpowered playstyle. However, to balance this, different classes should have their own playstyle branches. For example, Damage duelers can have the options of building more mobility, more ability-oriented and even more damage each hit.
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2. Gameplay Innovation:
After publishing 3 hybrid MOBA games, respectively MOBA+ Sport, MOBA+ Racing and MOBA+ Traveling+ Trading, I am certain that MOBA genre has a great potential in bringing some old genre into a refreshing presentation.
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In "War of Merchants", I was determined to change how the player progress in a MOBA game. Instead of facing certain player in a land like "League of Legends", player need to establish territory control, trick enemies of his/her intention and gain the most power in a limited time. I have achieved that by designing 4 different kingdoms with unique playstyle options, gatherable resources and trading price.
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As the result, I've built a MOBA with completely new experience and can attract different group of target audience. I enjoyed the process and I would love to innovate on other genre in the future.
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3. Network Gameplay Optimization:
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I've built 6 online multiplayer games on Core, which helped me to understand the principles of networking mechanic design, especially with a limited budget of server capacity.
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Most of the problems are rooted in the data structure of the game. Ideally, event broadcasts should only send small size message like numbers, but not lengthy strings. Also, some sort of transition effects are always preferred to hide the unwanted frames while the client is waiting for the server's respawn.
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4. F2P Monetization:
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In designing the monetization model for free to play games, I analyzed both the models of selling functional advantages (pay to win) and cosmetic focused economy.
After I have built "League of Agents", I have been seeking to build my IP "The Agents". However, this monetization has a higher demand of player retention and longevity. I realized the pay to win model is not a bad business model especially if the target audience is a niche group.
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To conclude, the pay to win system is more focused on short term revenue, while the cosmetic focused economy focused on long term community building and IP establishment.
Play Online:
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Overall Gained Experiences:
1. Built & Maintained a good reputation among creators and on the game platform
2. Learnt & Grown to one of the best teams on the platform
3. Innovated on existing genres and iterated from feedback





MOBA combat simplified - "League of Agents"

Specialized Items related to each kingdom - "War of Merchants"

Travel and gather different resources - "War of Merchants"
3D adaptation of Vampire Survivors with a twist of pet progression

