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Dragon Project (Hardcore)

🟢 ROLES

Mid Game Designer cum LiveOps Designer

🟢 RESPONSIBILITIES

🟡 Generalist Design:

- Gameplay: game rules, combat mechanics, contents, level design and progression curves for best multiplayer experience
- System: balance and tuning contents and features toward player-centric, acquisition, retention and user experience

 

🟡 LiveOps Design:
- Event, Game Modes: design policy, plan and config content, setting difficulty progression, challenge and reward system
- Monetization: design IAP, shop, item, bundle and gacha
- Work with game engines and tools: Excel, Trello, Jira, Photoshop and Unity

- Teamwork and communicate across divisions: producer, design, art, development, QA and marketing

- Respond to feedback, analytics, and test results in a constructive manner with logical and reasoned solutions

 

🟡 Other Contributions:
- Process Improve: create diagrams, frameworks, case-studies to mentor new teammate, help development team oversee game structure, identify issues and come up with solutions faster, also prove very helpful for R&D
- Research and keep my eyes on industry trends including new game genres, design methods, game themes and creative mechanics
- Create workshops, newsletter to share insights, techniques, learning resources and post-mortems

 🟢 Some proposed ideas:

Weapon Master Mode: random requires the use of different weapons and equipment to pass the level, with a bet system before receiving the mission

- Weapon Challenger Mode: After killing any monster, you can experience weapons and equipment created from that monster to fight the next monster

🟢 My most interesting and ambitious ones:

1. Special hunting quests, monsters with warnings of risks beforehand:

  • Players who are hit by monster ability will be truly disabled: poisoned, frozen, baby turned,...

  • Absolute effect on the player in real-life: can no longer enjoy the game, it is necessary to have clan members to collect materials, the necessary rewards are navigated in quests, other modes to be able to make antidote. If the quest is difficult to complete, they should sign up for help from other clans, others will complete the task and get paid

=> This kind of approach will break the 4th wall, increase community, unity, clan, marketplace, feel role-playing and teamwork more interesting and authentic

2. Solo, team ranking mode (role required like Dota, Lol - DPS, Tanker, Disabler, Supporter)

  • Design quests with the same difficulty to create each list of quests corresponding to each rank, the difficulty also varies by rank

  • When playing, players are given random quest of the corresponding rank to pass

  • Wins and losses + - ranking points, rank by Elo

  • Promotion and relegation streaks

  • Statistics of win and loss rate, match history

  • Weapon balance, gear based on data, parameters

=> Break apart from Co-op, increase competitiveness -> Esport opportunitiy

More details and potential ideas: Dragon Project

🟢 ACHIEVEMENTS

- Back then, I don't have much interest on optimize monetization and revenue. I just wanna deliver the best gaming experience for players so I thrive to create everything with best possible quality. We run IAP only and most people can actually immerse in our game without spending any dime

Keeping the game always fresh and tons of fun, putting money aside, what we get is people love, recognition and AWARDS, as you can see here, hardly any bad reviews at all, that's the spirit:

Dragon Project android iOS apk download for free-TapTap

Dragon Project | Facebook

With that, our player base and revenue keep growing steadily each month, which is why I always see the executives smiling

- Then time flies, new game trends pop up, typically Battle Royale and the mother company does not seem to wanna invest much in this game. Thus, I don't see growth opportunities anymore so I left. 

Shortly after I left, the game shutdown globally

STATUS

Inactive

GENRES

Multiplayer, Co-op, MMORPG

PLATFORMS

Mobile

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