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Marvel Strike Force

Associate Economy Designer

Boundless Entertainment  |  May 2022–August 2023

As an Associate Economy Designer at Boundless Entertainment, I...

  • Designed and implemented rewards and pricing of resources.
  • Designed a collection of updates to accelerate players through the long midgame, allowing new players to reach the endgame faster and with enough power to be an effective endgame player.
  • Championed economy changes that improved player experience, especially for non-paying players whose voices are often neglected.
  • Supported the Web team by creating one-pagers, design docs, and UX explorations for web-based tools that help players understand, analyze, and manage the game's systems.
  • Used Looker to analyze player data, including using Explores to build Looks and Dashboards.
  • Used Google Sheets and Excel to parse JSONs and CSVs, automate formatting, model probabilities, calculate inflows of resources, and build tools for other designers to use.
  • Used Unity, Perforce, and an internal backend data system to implement changes and push them to the correct environments as needed.
  • Updated internal debugging and testing tools in Unity by programming in C# within a large existing codebase.
  • Worked with multiple disciplines across a large team to make timely updates to a 5-years-running live game.

Systems Design Intern

Boundless Entertainment  |  May–August 2020

As a Systems Design Intern at Boundless Entertainment, I...

  • Worked remotely on systems design for a live free-to-play mobile combat RPG with a complex economy.
  • Designed difficulty tiers for the Alpha, Beta, and Gamma Raid modes, scaling up the enemy stats of each encounter and the rewards gained from beating them with each tier to feel significant and fair while not exceeding constraints on difficulty and rewards.
  • Proposed prices for gear in multiple stores based on inflows and outflows of the relevant currencies, then revised based on feedback before finalizing for launch.
  • Designed gear drop rewards for the ISO-8 Campaign Mode, taking into account the current vs desired flows of gear items to enhance the balance of the entire game.
  • Created item tables for gacha Orbs, showing the items and drop rates, based on a desired average and maximum value of each Orb.
  • Analyzed large sets of player data in order to recommend updated reward tier thresholds for Blitz mode.
  • Designed, pitched, and made UI mockups for new features.