One of my most enjoyable tasks was creating over 100+ random events for the game. I designed these events in collaboration with the story writer to enrich the player's experience during the waiting period of character matchmaking. These moments were crafted to be bite-sized stories or interactions, giving players something engaging to do while they waited.
For example, I introduced scenarios like characters finding a mysterious item or encountering an unusual situation at a match venue. Each event was designed with a mix of humor, surprise, and sometimes a touch of drama, aiming to bring a layer of personality to the game’s world. My thought process was rooted in the idea that idle moments in games don’t have to feel empty—they can be opportunities for connection, fun, and even world-building.
This design choice stemmed from my desire to ensure that every aspect of the game reinforced the matchmaking theme while keeping players entertained and invested. Each random event became a miniature story that added depth and character to the game's universe.
The game featured intricate systems that required careful balancing to ensure enjoyment and fun. One of my responsibilities was designing and fine-tuning how characters were spawned. This involved creating rules for gender, traits, and likes/dislikes to ensure diversity and balance within the matchmaking process.
For the trait's system, I wanted every character to feel unique while still fitting into a cohesive matchmaking framework. Each trait had positive, neutral, and negative interactions with other traits. For example, a “Bookworm” might connect well with a “Creative,” feel neutral about a “Sporty,” and clash with an “Adventurer.” My job was to calculate these interactions and balance them so that no single combination dominated the matchmaking process.
I also worked on balancing items, locations, and marketing strategies. Each item had to provide value without breaking the game’s economy. Locations needed distinct attributes to influence gameplay meaningfully. For marketing, I aimed to create a system that rewarded strategic thinking, ensuring that players felt their choices mattered.
Lastly, I planned, and the programmer help me to implement the appearance of special characters. These were designed to be rare, memorable moments for players, with specific triggers and mechanics to make them feel rewarding and surprising.
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