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One pager example

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One Pager - Bloom Within

Example of a one-pager for a mobile game, casual merge.

The categories listed give an immediate idea of how the game should be managed by the team.

Monetization & Live Ops Features analysis 

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Monetization & Live Ops Features.png

Design live ops, monetization of a hyper-casual mobile game, where I analyzed:

  • Types of progression and how it is achieved

  • Retention mechanics, ARPU, 1-30 days

  • Rewards system with the various factors that influence it

  • Battle pass and its control levers

  • Monetization mechanics

Mobile Strategy Game analysis 

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Strategy Game analysis

Research and production of a design for a mobile strategy-city building game, where I analyzed;

  • the core idea

  • target audience

  • victory and defeat conditions

  • gameplay loops and flows

Enemies Design

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Enemies Design

Study of possible enemies in line with the genre and direction of the game, with forgiveness mechanics attached.

Enemy design with states, transitions, and visual description to give a clear vision to the programmers and artists.

Forgiveness Mechanics and Juiciness 

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Super Time Force Ultra

Study of the game "Super Time Force Ultra".

An in-depth analysis of what forgiveness mechanics allow players to continue their gameplay despite making mistakes.

As designers, we need to protect players from themselves. ​I also identified most of the Juiciness in the game, with their descriptions.

These effects are greatly appreciated by players, increasing the perceived quality and visual feedback.

Nudges and Manipulation analysis

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Nudges and Manipulation analysis

Within video games, designers insert “manipulation” mechanics to steer players toward a specific gameplay direction.

 

Here I have analyzed some of these dynamics within different games, including Destiny 2, Valorant and Cyberpunk and many others

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