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.