Overview
CryptoBeasts is a large-scale online RPG with beast battling, farming, world creation, breeding, progression, and live community testing.
Across two years, I moved from Quality Designer into Game Designer, which gave me a practical view of both sides of development: how players find problems and how teams need those problems explained before they can act on them.
The project raised over US$3M and reached more than 10,000 paid players, so documentation, feedback, prioritization, and cross-discipline communication mattered as much as the design ideas themselves.
My role
- Designed and balanced 120 combat abilities with clear rules, edge cases, and balancing targets for development.
- Documented gameplay, ability, economy, and monetization features so design, art, and development stayed aligned.
- Partnered with artists and programmers to move core gameplay features from concept through release.
- Logged and triaged community-reported issues in Jira with reproduction steps, expected results, actual results, and priority.
- Ran community test cycles for gameplay and progression updates, turning findings into concise, actionable feedback.
Design goals
- Make combat ability rules clear enough for developers to implement and designers to balance.
- Support long-term progression through economy, reward, and monetization systems that gave players useful goals.
- Keep feature documentation practical, readable, and specific enough for cross-discipline production.
- Use quality design work to catch issues early and make player feedback easier to act on.
Design process
- Quality design shaped how I approached game design: every feature needed clear expected behavior, edge cases, and a way to verify that it worked.
- For combat abilities, I focused on rules, balancing targets, and how each ability would fit into the broader beast-battling system.
- For economy and progression, I documented how rewards, spending, and long-term goals connected so the team could evaluate tuning decisions clearly.
- Community testing gave the team direct feedback from players, which I translated into Jira tickets, concise notes, and follow-up documentation.
Video
Full project video.
Media
Game screenshots