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FINAL FANTASY XV: A NEW EMPIRE

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  • Studio: Machine Zone

  • Platform: Mobile (iOS/Android)

  • Genre: 4X Strategy

  • Monetization: F2P, competitive PvP-driven & PvE

  • Role: Combat/Systems Designer

  • Team Size: ~120-170

My Ownership

  • Owned long-term PvP and PvE combat balance strategy across live environments, tuning for engagement, fairness, and monetization sustainability.

  • Designed and shipped seasonal LiveOps events and systemic features supporting content cadence and revenue beats.

  • Built and maintained multi-resource economy and progression models to forecast currency flow, inflation risk, and monetization outcomes.

  • Partnered with product and analytics to evaluate D1/D7/D30 retention, ARPDAU, payer conversion, and churn drivers — translating data insights into balance adjustments and feature iteration.

  • Modeled resource sinks/sources and progression pacing to optimize long-term player lifecycle engagement and LTV.

  • Conducted post-launch feature/content performance reviews, identifying feature-level revenue and engagement impact.

  • Mentored designers in balancing methodology, systems documentation, and implementation practices.

  • Collaborated cross-functionally with engineering, product, monetization, and art teams to deliver features under aggressive live-service timelines.

Key Systems Breakdown

Power Creep/Game Inflation

Problem:
Too large of a gap between players power levels and ability to have success in combat or for the game itself to be competitive in PvP and PvE instances, especially for players that are high spenders.  Inflation in all aspects of the game (bonus source distribution, combat impactfulness ratio, troop generation, player's general power progression & economy balance) were out of control and players were also dealing with numbers so large that it becomes hard to grasp any value/meaning from them.

Design Goals:

  • Reset game Meta and overall game balance without disrupting spenders ability to have success

  • Increase mid/low-spender engagement

  • Prevent top-end power spikes from breaking matchmaking while maintain pay to play advantages

Solution:

  • Full Meta reset for the game to control power creep inflation by introducing new themed bonus types, buildings, currencies, general theming in the game (Dark World was one instance of this).

  • New bonuses would scale to be 1 trillion times more powerful then previous ones (old version would take a value of 1 trillion to equal a value of 1 on the new bonuses)

  • Added event-based progression injections

  • New theming across the game to reinforce the reset.

Tradeoffs:

  • Temporary solution to a large issue.  Power creep will happen again, just extends the timeline for this while starting as close to zero as you can with an established meta for power creep.

  • Creates additional complexity with problem solving for the game.  There are going to be servers that have not reached the reset yet, so need to know progression intimately for the game to know underlying issues going on and what is being impacted.

Learning:
Progression pacing must align with content cadence and less can be more in terms of impact in order to slow power creep, otherwise you get to the point to where it accelerates uncontrollably too quickly.

GAMEPLAY

Reign of Vampires

Reign of Vampires Gameplay Video for Android Mobile

Must Have Games: Global Android Archive
Reign of Vampires Gameplay Video for Android Mobile
Reign of Vampires Gameplay Video for Android Mobile
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Reign Of Vampires/ Campaign Chapter 4 Boss #reignofvampires
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Reign of Vampires Android Gameplay
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