top of page

GEAR.CLUB

2015-2017

Game by EDEN GAMES

 

GAME APP PAGE

Gear.Club is a AAA mobile free-to-play racing game.

 

I joined the team as a level design intern in May 2015. After my internship I stayed as a System Designer, mainly focused on the game economy and progression balance.

I mainly used Excel to manage the game economy, each element of the game that gives or uses resources was in it.

In order to manage the balancing of hundreds of elements (for instance there are more than 200 races in the solo progression), I created several equations to match our needs.

I worked in conjunction with an external economy expert and the data analyst to improve our KPI.

I also had to maintain the economy during the numerous game updates (around one per months).

I also worked on several aspects of the game :

 * I worked on the difficulty and progression balancing on several updates.

 * I developed several Excel tools for the design team.

 * I participated in the creation of the multiplayer league system and balancing, with a simulation tools to test our algorithms.

 * I designed and helped design numerous features in the game.

Thanks to the job, I acquired a strong knowledge of Excel as well as macro programming.

I used SQL to bridge the game database with my economy file.

I improved my mathematical skills as I created and enhanced many equations we used in the file or even the game.

As we were a small team, I worked on almost every part of the game and I was constantly working with other departments and acquired a very versatile profile.

I also worked as a level designer during my internship and several times during the production.

My first task was to design tracks and championships for the game. We had a internal track editor that allowed us to create and design tracks very quickly.

One of the game's key features is that we have a huge number of tracks.

When designing a track, we had a number of requirements to meet:

 * the track was designed for one or several car types and powers.

 * the track needed to work within the technical limitations of mobiles (memory, object pop).

 * the track needed to match the game difficulty progression.

 * the track needed to match the environment theme (we also did the level building).

 * In order to differentiate tracks, each of them needed to have a specific intention.

bottom of page