
GAMELOFT
I started my career in gaming at Gameloft.
During my time there I worked as Game Economy Designer within the Sniper Fury team.
Although the title had already been launched when I joined, I had the chance to contribute to the efforts on the live part of the game.
Game Economy Designer
Balancing
I worked on various balancing economy tables to find the best possible relation between numerical values depending on the task at hand. I balanced the stats of gear and weapons that would be featured in upcoming game updates. In order for me to do all of this I also had to excel in, well...
Excel.
Monetization
The Free to Play business model relies heavily on the concept of monetization. Thus, my designs always had to account for this important aspect.
One way of testing the efficacy of my features from this standpoint was by creating custom simulations that would determine how often and under which conditions certain game dynamics would trigger and come into play.
Analysis
To better grasp the ins and outs of game economy design I had to look at what other successful designers had done before me. That's why I often dedicated my time to analysing and thoroughly deconstructing the best grossing products (created by both Gameloft and the competition) on the market.
Learning
I learned a lot of multidisciplinary skills and notions that enriched my perspective on how to approach tasks in ways that I otherwise wouldn't have thought of. For instance, downloading live data about which types of players have been more active lately and why, (in order to predict which features to focus and improve on for future game updates) is one of them.
Gallery
In order to provide a better idea of the work I've done, and given its confidential nature, I'll only be sharing some selected snippets of it. Enjoy!
Hovering over the slideshow will pause it.
