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.

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