Futurama: Worlds of Tomorrow

2017

What started out as a pure builder management/sim game - we eventually evolved into a unique character collector RPG. We used 3D graphics to craft the world of Futurama and channeled the nostalgia for our player base by creating a pixel turn-based combat which mirrored the style of old Final Fantasy games. Topped off with additional roguelike elements when exploring different planets.

  • Spearheaded the genre pivot from a standard simulation builder to a hybrid Character Collector RPG, architecting the core combat loops, stat systems, and RPG progression frameworks.

  • Designed and balanced 50+ unique character kits, defining distinct roles (Tank, DPS, Support), ability synergies, and "Limit Break" mechanics to drive tactical depth and monetization.

  • Authored the global combat tuning strategy, including damage formulas, hit-chance calculations, and elemental affinities to ensure a balanced meta across all rarities.

  • Developed the ELO/Matchmaking logic and seasonal reward structures, balancing competitive integrity with player accessibility to drive long-term engagement.

  • Tuned the "Meta” by performing rapid-response data analysis on win-rates and character usage to apply live balance patches and prevent stagnant dominant strategies.

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Family Guy the Quest for Stuff