LiveMobileF2P, Ads + IAP
Blue Eyed Ninja
Hybrid Casual · Adventure Progression / Pack Meta Loop
Hybrid casual adventure progression game, Capybara Go style meta loop.



ROLE
My Role
Lead Economy & Systems Designer
brief
Owned the full economy architecture across a 3-year partnership — progression pacing, resource loops, pack economy, and monetization balance through multiple LiveOps cycles.
What I built
- ✓Core adventure progression economy
- ✓Resource generation and sink architecture
- ✓Pack based reward structure
- ✓Cost curves for upgrades and scaling
- ✓Inflation control across content updates
- ✓Milestone gating systems
- ✓Meta progression layers
- ✓Simulation models for economy forecasting
Key systems owned / influenced
Core Loop
Earn → Spend → Upgrade → Power spike loop with prop logic and perceived value design.
Progression Pacing
Long term stat scaling balanced across early, mid, and late game phases.
LiveOps Tuning
Reward tuning and monetization ladder integration for ongoing content updates.
Challenges solved
- PROBLEMHybrid casual depth without over-complexitySOLUTIONDesigned systems that feel deep but remain readable to mass market players.
- PROBLEMPreventing resource collapseSOLUTIONControlled inflation across updates while maintaining perceived generosity.
- PROBLEMSustainable power growthSOLUTIONAvoided exponential runaway curves that typically break hybrid casual economies.
- PROBLEMPack value integritySOLUTIONMaintained clear value differentiation between free rewards, ads rewards, and paid bundles.
Impact
- ▲Economy supported multiple content expansions without reset
- ▲Maintained sustainable progression depth for long term players
- ▲Continuous iteration and scaling across 3 year partnership
Economy complexity
Complexity Rating8.5/10 · High
70+ Google Sheet tabsMulti-year LiveOpsPack economyProgression scalingAd monetization balance