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Economy Design

I've pulled a couple of projects from my Portfolio that best show my Economy Design skills! Click on the project titles to learn more about each one. You can still view my full Portfolio from the navigation bar above, and return here from the home page.

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Fledgling is a 2D Pixel Art RPG with Deck-builder style combat. Within Fledgling the biggest 'currency' is the cards. We have to carefully design and balance the cards the player can collect at certain stages of the game, as well as the cards enemies use at those stages. This ties into progression, UX, difficulty, and more.

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City of Storms is a First Person Parkour game, where the player charges up their lightning attacks by collecting 'energy' pickups. The Economy design for CoS is pretty simple, but still something I had to seriously consider - the frequency and spacing of the energy pickups could completely change the difficulty and feel of a level.

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A Chieftains Journey is a game concept based of the How To Train Your Dragon IP. This was created as part of a University assignment, we had to fully design and pitch a Game based off of an existing IP. My part of this was the Economy Design; This involved designing the different types of buildings, characters, resources, enemies, events, etc. 

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Unbeeten Path is a 2.5D Platformer based off NZ Native insects and flora. You play as a Bee on their journey to destroy the evil Woodrose that's possessing the other insects. I was the Enemy Design team lead. As part of this role I designed enemies and balanced their health, damage, and drops based on their function and position within the game. 

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