One pager example
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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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Design live ops, monetization of a hyper-casual mobile game, where I analyzed:
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Types of progression and how it is achieved
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Retention mechanics, ARPU, 1-30 days
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Rewards system with the various factors that influence it
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Battle pass and its control levers
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Monetization mechanics
Mobile Strategy Game analysis
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Research and production of a design for a mobile strategy-city building game, where I analyzed;
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the core idea
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target audience
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victory and defeat conditions
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gameplay loops and flows
Enemies Design
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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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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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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





