Dino Storm

In August 2012 as I joined the design team at Splitscreen Studios I first was assigned to the "Dino Storm" project.

The game beeing fresh out of the beta phase and under continoues development had ist very own demands for design and maintanance.

One of my main tasks there was to create concepts for new features, quests and content events.

These concepts were based on the analysis of the ingame economy utlizing tools as an mySQL database and Excel 2013 Powerpivot.

Also these analytics were the base for the balancing and rebalancing of the progress pacing and combat values.

Another task was to implement certain changes and logic adaptions which were in a smaller scale directly via Objective Java.

I was also responsible for the complete rework of the tutorial that introduces the player to the basic mechanics of the game.

But the biggest part of the work was the management of the caretaking of several thound templates which were used to create the gameworld, this process was more and more automated during by me to increase performance and development time.

The biggest subprojects were the "Game pace rebalance" where the complete midgame was reorganized and new structured, and 2 years later the second Iteration where the complete gamepacing is reorganized based on analytic metrics and feedback from the community. As the game is under continus development I was also responsible for thegroundwork of the creation and Addition of a new map and the related player progression.

 

 

The following graphics show examples of the balancing that was used to give players a smooth progress thorughout the game by defining

the XP that the player needs to reach the next level and the amount of mobs that are involved and the XP they provide.