Case studies
Here I want to share cases from my practice to highlight some interesting approaches or solutions. As my work isn't something I can just put a YouTube link to, I think article format will work best here
War Robots: Frontiers - designing from scratch
When the project started, I was a single game designer on the project. So the whole game architecture was on me back then. This is an overview of the game structure, reasoning behind decisions, and feature interactions. Be warned, it's a long read.
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Understanding player needs
An epic tale of bringing together GD, community management, and analytics efforts to understand what players want, verify it with hard data, and create a design framework for that.
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Reverse engineering balance of a live game
When I joined War Robots team there was no balance system or analytical approach. Prerelease balance was a struggle and post-release changes were more like blind guessing. Here's how I developed a predictive math model for content balance and how it affected the game far beyond making matches more equal.
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Evolving core gameplay 5 years after release
At some point we introduced Titans to War Robots. Titans were a completely new gameplay element. Now during combat every player became able to summon a massive super-powerful robot in addition to their regular roster, like using an ultimate. Titans required careful core gameplay integration, new balance approach, new meta loops and all of that without breaking the already existing game. My role there was writing concepts for all layers - core gameplay, balance, meta, and monetization. Then coordinate development and integration efforts. Being a mini-lead for a massive feature. What's important about it - it's difficult to introduce such a drastic core gameplay change without breaking a game apart, but we managed.
TBD
Designing car classes for Mario Kart-esque game
While there's no proper case study for our unreleased prototype, one of the results of that work is the article I wrote, describing how I designed classes for an arcade racing game. My approach there was heavily influenced by Machinations framework.
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