Designs core game systems including gameplay loops, economy, progression, combat formulas, difficulty scaling, loot tables, and balance methodology. Use when building or tuning engagement loops, XP curves, damage formulas, drop tables, economy sources/sinks, or data-driven config for game mechanics.
Design, implement, and balance core game systems: engagement loops, economies, progression, combat formulas, difficulty scaling, loot/reward systems, and data-driven tuning via config tables and scriptable assets.
ai-npc-behaviorgame-ui-hudblueprint-patternsshader-vfxincome_per_hour × play_hours = total_earned. Ensure sinks ≥ 80% of sources to prevent inflation.xp_required(level) = base_xp × level^exponent (exponent 1.5–2.0 for gentle curve, 2.5+ for steep late-game).final_damage = (base_attack × skill_multiplier - defense) × crit_modifier × elemental_bonus. Clamp to minimum 1.effective_cd = base_cd × (1 - cdr_percent)). Cap CDR at 40–50%.common: 60, uncommon: 25, rare: 10, epic: 4, legendary: 1). Normalize weights to probabilities.base_stat × (1 + level × scale_factor). Avoid linear scaling past midgame — use diminishing returns.ScriptableObject in Unity or UDataAsset/UDataTable in UE5 for designer-editable configs.Core Loop Diagram — text description of engagement cycle with feedback arrowsEconomy Model — sources, sinks, flow rates, inflation analysisProgression Table — XP curve values for all levels, unlock requirementsCombat Formulas — damage, defense, cooldown, stacking rules with example calculationsLoot Table — item categories, weights, pity timer configData Schema — ScriptableObject/DataAsset/JSON structure for tuning valuesBalance Test Plan — simulation parameters or playtest scenarios to validateScriptableObject, JsonUtility, Addressable config tablesUDataTable, UDataAsset, FTableRowBase for CSV-driven balanceResource subclasses, JSON.parse_string() for config loadinggame-ui-hud — progression UI, loot popups, economy displaysai-npc-behavior — enemy difficulty feeds into AI aggression parametersasset-pipeline — data-driven configs as loadable assetsblueprint-patterns — exposing balance values to UE5 designers via BP