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Role: Systems Designer, Ui Designer
Team Size: 17
Project Length: 4 Months

Once the design was finalized I began implementing how the upgrades would tie into progression. Through Rise from Ruins waved based format, points would be given to the player to spend on new abilities or upgrades to said abilities. With the player needing to purchase an ability than each subsequent upgrade, with each each purchase unlocking a new upgrade. This intended to invoke a feeling of constant enchancement, as each round the player would receive a new upgrade and be shown the next step they could take. As the project was nearing completion, the number of total wave and in turn points the player would recieve was reduced, so the points needed to gain a new ability was reduced from two to one, in order to keep the same trajectory of player improvement over a shorter time.
Progression Design
As a systems designer on Rise from Ruin I worked on developing the games progression system. We began development by reworking the player characters abilities, letting them choose two out of four abilities to use at a time. I was given the task of designing how the progression system would work. After the decision to give the player 4 abilities was made, I began drafting UI concepts for the final upgrade menu. Eventually, I decided on using a tree with 4 branches for each ability and its upgrades.

Skills Used: Progression Design, Game Balancing
UI Design
As I was developing the progression and upgrade system I also needed to design the UI for that system.

Skills Used: UI Design, Graphic Design
Post-Mortem
During the course of this project I ended up with a lot more responsiblity than I intend to take at the start. Between becoming product owner to working on our systems and UI design I definitely stepped out of my comfort zone.
However, this responsibility helped a lot in my growth as a designer. I not only learnt a lot about designing for systems, but what it takes to lead a design team and how to keep a coherent vision of a final product. The game may be rougher than we wanted to make, but all I learnt during the project will shape me as a designer for years to come.
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