From Macro-Economies to Micro-Mechanics
In this module, I learned how to "reverse engineer" games to understand their internal logic.
I produced two distinct analyses to explore different design scales: the economic Core Loop and pure Mechanics.
System Analysis
Focus: Hybrid Genre & Game Economy
I analyzed how Cult of the Lamb successfully balances two opposing genres: Roguelike Action and Management Sim. The document explores the systemic depth behind the gameplay:
The Dual Loop: Investigated how resources gathered in dungeons (Action) fuel the village management, and how village upgrades conversely empower the player for future runs.
Economy Flow: Mapped out the game's resources (such as Faith, Devotion, and Gold), identifying the "Sources" and "Sinks" used to maintain game balance.
Progression Gates: Examined how the follower count functions as a mechanic to unlock new biomes and progress the narrative.
Mechanics Analysis
Focus: Driving Model & Arcade Feel
I focused on the core driving mechanics to understand why Mario Kart's arcade system feels deep despite its simplicity. The breakdown includes:
Drifting & Boost: Deconstructed the drift mechanic, analyzing the specific inputs (Jump + Steer) and the visual feedback (colored sparks) that reward the player with Mini-Turbos.
Risk/Reward: Analyzed mechanics like "Slipstreaming," which encourages players to take the risk of trailing closely behind opponents to gain a speed advantage.
Variable Stats: Studied how selectable components (Karts, Tires, Gliders) alter physical parameters like handling and acceleration
Analog Game Design & Rule Iteration
In this module, I focused on analog design to test mechanics rapidly without writing a single line of code.
I worked on two distinct challenges: iterating on an existing classic to change its core nature, and designing an original combat system from scratch.
Iteration
Focus: PvP to PvE Conversion & Spatial Constraints
I redesigned the classic Yahtzee from a competitive game into a cooperative (PvE) experience. The goal was to force player communication through new constraints:
The Board Mechanic: Introduced a "CoopTzee Board" divided into diagonal zones (A, B, and C).
Spatial Constraint: Dice are only valid for combos if they land in the same specific area, with "Area C" acting as a strategic transition zone.
Shared Victory: Players must coordinate their throws to reach a collective score of 200 points to "beat the board".
Original Design
Focus: RNG Management & Turn-Based Combat
I designed an original "Dungeon Crawler" experience using only paper and dice. The objective was to balance randomness (RNG) with strategic choices.
The Trinity System: Designed a combat system based on three distinct dice: Red (Health/Attack), Blue (Turn Limits), and Green (Power-ups).
Risk/Reward Loop: Players must decide when to use limited "Green Dice" buffs to mitigate bad rolls or save them for the final boss, "The Great One".
Combat Math: Balanced the damage formula where player and enemy HP are determined by the initial dice roll, making every run unique.
Rapid Prototyping & C# Implementation
This module marked the transition from analog to digital design.
I developed "Crazy Ball", a complete 2.5D arcade game, to master the Unity production pipeline-moving from a formal pitch document to scripting the final playable build.
Physics-Based Movement & Risk/Reward Systems
Focus: Hyper-casual Mechanics, Physics & UI
I designed and implemented a precision-based collection game where the player navigates a floating platform under time pressure.
Risk/Reward Design: Designed a scoring system that includes standard coins (Silver/Gold) mixed with "Cursed Coins" (Purple). This forces players to make split-second decisions between safe paths and high-risk, high-reward routes.
Physics-Based Hazards: Implemented dynamic obstacles like "Bouncing Boxes" that use Unity's physics engine to push the player, adding unpredictability to the movement.
Full Game Loop: Scripted the core logic in C# , including player movement (WASD) , collision detection, win/loss states , and a real-time UI (Timer & Score).