Game Designer
Age of Espers
Role: Junior Game Designer (Combat)
Duration: 2 years
Platform: Android & iOS
Team Size: 20+ (CA, India)
Age of Espers was my first professional project and I had the privilege to start from concept and take it to soft launch. I worked with two other designers to help create a real time mobile RPG with gacha collection mechanics. Combat featured a unique ability cooldown system. By equipping espers they collected, players strategically customized their ability loadout and came up with personalized playstyles.
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On this project, it was my responsibility to design and own player progression and the combat experience for 50+ hours of grindable content. I went through thoughtful iterations to build out the content by using peer playtesting, telemetry, and lots of customized spreadsheets to shape the experience to my team’s satisfaction.
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My biggest contribution to the project includes creating connected and tunable spreadsheets that helped our team quickly adjust the game based on telemetry. In order to motivate esper collection, I designed and balanced dungeons and enemies to favor specific kinds of strategies. Players were challenged to acquire espers for elemental advantage, to counter specific enemy healing or status effects, to focus on burst damage for slow attacking enemies, or come up with esper combos that counteract difficult boss attack patterns.
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Age of Espers went on to soft launch in multiple regions as a complete experience that included hundreds of beautifully drawn espers, dozens of dungeons, and a highly robust combat experience that featured unique ability combos and challenging enemy behaviors.
Highlights:
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50+ hours of gameplay
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100+ esper ability design and balance
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Player and enemy leveling curve
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Enemy and boss encounter design
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Tuned all the systems to anchor towards real time duration, allowing the team to deliver a predictable first time user experience and overall progression that matched our monetization and engagement strategies.
Gallery
Combat had depth and happened in real time, featuring health and magic points, status effects, ability cooldowns, enemy attack patterns, and elemental weaknesses.
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As espers evolved, I designed their abilities to gain valuable complex properties
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Our art team was fantastic at concepting our lead designer's esper ideas and transforming them to their game ready and final state.
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A difficult boss I designed that challenged the player to deal with burst damage attack patterns (LEFT). This other boss was incredibly difficult if the player didn't have an esper that could cure poison. (RIGHT)
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