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Project Origin - Developed at MAG Interactive

Role - Senior Game Designer

Genre - Match 3 / Puzzle

Time  - Mar 2025 - Sep 2025

Disclaimer: - All visuals and examples are illustrative and reconstructed for portfolio purposes or publicly available. No proprietary data, tools, or internal metrics are shown.


Scope of ownership

  • Game-wide system consistency (energy, lives, tickets, timers, progression gates)

  • Feature design from concept → live operation

  • Design process, documentation standards, and cross-discipline collaboration

  • Live game health discussions (retention, engagement, content cadence)

  • Economy balance (reward input vs output)

Key contributions

  • Established a shared design way-of-working across design, product, and development.

  • Realigned fragmented meta-systems into a coherent, reusable system language across all game modes.

  • Designed and shipped Blaster Legend, an end-of-content feature that increased engagement and retention between level releases.

  • Designed Duck Race, a competitive team-based meta feature driving cooperative play across all Quizduel activities.

  • Defined a long-term bot strategy, focused on retention, onboarding, liquidity, and UX quality — prioritizing systemic simplicity over human imitation.

  • Introduced standardized documentation templates and restructured internal knowledge to improve scalability and clarity.

  • Contributed continuously to roadmap planning, feature scoping, and product vision via weekly syncs.

Impact

  • Reduced systemic friction and cognitive load by unifying previously inconsistent mechanics.

  • Improved end-game retention and engagement loops.

  • Enabled better cross-team alignment through shared frameworks and documentation.

  • Strengthened economy stability through deliberate reward balancing.

  • Created foundations for scalable growth in lower-liquidity markets.


🦆 Design Slice B. — Duck Race (Team-Based Meta Feature)

Problem

Quizduel lacked a recurring, social meta-system that encouraged ongoing engagement across all game modes. Existing play was largely individual, episodic, and siloed, limiting long-term motivation and team identity.

Design Goal

Create a low-friction, team-based competitive feature that:

  • Encourages regular return play without increasing session length

  • Activates multiple playstyles and game modes

  • Scales across regions with varying player activity

  • Avoids grind and social pressure fatigue

My Action

Designed Duck Race as a task-driven team competition layered on top of existing gameplay.

  • Defined a task system sourcing objectives from all Quizduel activities, ensuring relevance without forcing new behavior.

  • Designed contribution rules where individual progress feeds directly into team success, reinforcing collective motivation.

  • Introduced staggered task refreshes and optional manual refreshes to balance agency, pacing, and economy safety.

  • Structured rewards around frequent milestones at both individual and team levels to sustain engagement throughout the event.

  • Ensured competitive resolution remained clear and deterministic, even in edge cases (e.g. tie-breaking by completion order).

Signal Visual

(Illustrative and simplified for portfolio purposes.)

Outcome / Impact

  • Shipped through test markets, expanded to top markets, and rolled out globally.

  • Drove increased engagement among participating players through sustained, cross-mode play.

  • Highlighted onboarding and feature visibility as key adoption challenges, guiding post-launch iteration.

  • Established a scalable foundation for future team-based events and competitive features.

Design Takeaway

Layering social competition onto existing behaviors proved more sustainable than introducing new modes. The primary design challenge was not engagement depth, but first-time clarity and discoverability — a reminder that systemic strength depends as much on onboarding as on mechanics.

CONCLUSION