Bladebound
Hack and slash mobile action RPG
It was my first project as a professional designer. In 2015, I got snugged into the team to become a game designer, having worked there for some time before as a QA Engineer.
Soft Launch
Having joined during the final stint before the soft-launch, I was part of the original team delivering the game to the store. My responsibilities included:
Items implementation and balancing
Collaborating with artists on gear ideation and in-game integration of those assets
Minor features design (e.g. fusion boosters)
Story implementation
Working with the writer to fit the game’s content into the overall story idea
Tutorials
Some level design and scripting
And more!
Before the game was available in the store, I was in charge of balancing items and skills, as well as story implementation.
Post Launch
After the game was on the market I was also responsible for analyzing in-game analytics data. On week to week basis, helping the team to improve game metrics by releasing the game updates.
During this time I also co-designed a rework of skill system and continued my work on balancing skills and items.