Forsaken World 2
Roles: Senior Game Designer
Platforms: PC, Phone
Engine: Unity
Genres: MMORPG
This is a game that was just launched in October 2024. As a Senior Game Designer, I completed the following designs and works:
Guild System – A core social feature designed to enhance player communication and cohesion. This system encourages players to actively participate in various events and collaborate to build their guild, ultimately earning greater rewards.
Auction and Trading System – A straightforward system requiring careful handling of edge cases due to network latency. To ensure a smooth player experience, I anticipated and addressed simultaneous transaction scenarios during the design phase.
Lottery System –As the game frequently introduces new items, I designed it with high configuration flexibility. While flexibility is essential, it can also introduce instability. To mitigate this, I implemented a frontend-backend synchronisation mechanism to ensure that the client display aligns with the server's actual configuration before the lottery, allowing the system to pass acceptance smoothly.
World Boss – A gameplay feature where large numbers of players participate simultaneously for about 10 minutes, posing challenges in data synchronisation and display. To ensure a seamless experience for individual players, I prioritised design requirements and adjusted the boss health display logic.
Battlefield (PvP Mode) – A PvP gameplay mode allowing players of varying power levels to contribute to victory. I introduced base-building tasks to engage lower-power players while implementing point-capture rewards to maintain high-power players’ enthusiasm for PvP combat.
Playtesting Feedback – I conduct in-depth playtesting and compile feedback reports for each testing version. I identify usability issues from the player’s perspective and highlight design flaws from a designer's viewpoint, collaborating with the team to implement optimisations.
My Work Strategies
In my design work, I prioritise user experience, focusing on smoothness and immersion to create an engaging atmosphere. From the start of each project, I map out the user journey to ensure that the player experience aligns seamlessly with the design intent.
I am skilled in transforming ideas and requirements into comprehensive design documents. I start by aligning with the team and producer on several key questions: Why are we designing this feature? Who is the target player, and what are their characteristics? I consider this information essential, as we can only create something they truly want by understanding the users.
Next, I wireframe a basic user experience flow and outline potential design elements, such as surprise, honour, social interaction, dynamic effects, narrative context, connections to other systems, and gameplay loops. This process is like building a framework and gradually filling it in.
The documentation is then shared with the development and art teams for reference. To enhance collaboration, I use Figma to complete the UX design and clearly define the functional logic, covering all possible scenarios and listing all art requirements. This approach minimises the need for document revisions during development and allows the document to serve as a metric for testing and acceptance.
In my playtesting feedback process, I clear my mind and immerse myself, pretending to be a specific type of user, such as a novice or experienced player. I then go through the experience while recording the screen, vocalising any flow issues or bugs as they arise, which are captured in the recording. This ensures a thorough and immersive user experience. Afterwards, I review the recording and document each feedback from the playtest, reflecting on whether each issue is a design flaw or a bug and ultimately providing suggestions for optimisation.