Features Overview
ON CLOUDSTONE I WAS A PART OF A VERY SMALL TEAM, SO I WORE A LOT OF HATS. I DID SOME WRITING AND LEVEL DESIGN, BUT MOSTLY SPENT TIME DESIGNING NEW FEATURES AND BALANCING THE DIFFICULTY AND ECONOMY OF THE GAME.
(I did not do the final art or programming for these features.)
Balance
Most of my time was spent balancing enemy difficulty, player progression, weapon and skill strength, loot rarity and quest progression. This is just one example of the many spreadsheets I managed, with formulas created to help with scaling.
contracts
I designed Contracts as a way to introduce crafting through our quest system. Rewards would be offered if the player could find and collect enough of the requested items. I would then seed the items as loot drops throughout different areas, keeping in mind how rare I wanted the reward to be.
Difficulty levels
As a way to encourage visiting completed stages, I designed a system that allowed the player to increase the difficulty upon replaying it. Completing the stage on all difficulties unlocked a unique reward, so players were incentivized to complete stages multiple times.