A quick Intro

Outwit & conquer the forces of evil to rebuild a glorious Victorian Empire! Humans, Vampires & Werewolves are locked in an epic fight for supremacy over this shattered universe where the Moon is destroyed and chaos rules!

Dive into the only Strategy RPG that offers you an immersive experience into the dark mysteries of the Victorian Era combined with deep strategy gameplay and dynamic RPG battles!

My Lead Studio Designer Mission

Accompany the team from the game’s ideation phase to its launch by helping the design team on as many levels as possible.

Reworking the 1 year Roadmap

 

Define the approach, set the tone. Why rework the map?

Challenge: Core creative team left + ensuring smooth transition while taking over a 60+ people team and learning the job

– timeline of 1year = 8 updates, out of which 2 are gone!

– Rework budget to become increase profitability before EoY

– Rebalance high monetizers with 1. core gameplay missing 2. QoL that competition has and is part of the core gameplay experience 3. mid game features

Talk about a cahllenge a bit more in depth

My Game Manager Mission

Turn around the game's profitability and expand its feature set

Overview

I had a lot of challenges during my almost one year at the head of this project, but for this page I will focus on 3 main aspects of my mission:

Roadmap Rework

Rebalance high monetizers with 1. core gameplay missing 2. QoL that competition has and is part of the core gameplay experience 3. mid game features

Improve overall KPIs

Rework budget to become increase profitability before EoY

Improve workflows

Since we had to reduce the team size, and rebalance our roadmap to deliver high impact features in a short period of time, we had to improve our workflow accordingly.

Reworking the 1 year Roadmap

 

Define the approach, set the tone. Why rework the map?

Challenge: Core creative team left + ensuring smooth transition while taking over a 60+ people team and learning the job

– timeline of 1year = 8 updates, out of which 2 are gone!

– Rework budget to become increase profitability before EoY

– Rebalance high monetizers with 1. core gameplay missing 2. QoL that competition has and is part of the core gameplay experience 3. mid game features

Talk about a cahllenge a bit more in depth

Improve overall KPIs

Improving the key KPIs to give a purpose to the game:

  • Increase DAU by optimizing UA and experimenting to find the sweet spot
  • Increase retention of older players by adding new mid and late game features such as:
    • Bosses,
    • Heart of Tenebris, while adding also core features like:
    • Filters,
    • Calendar, etc.
  • Improve overall LTV by improving monetization overall via:
    • adding new feautres,
    • adding new progression,
    • optimizing shop and events

Implementing a light Agile environment

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Redefining the Roadmap

Increase overall KPI – LTV / Retention
– As the game comes back down from its launch craze, we reduced UA spending and need to ensure we keep our players as we stabilize the game’s feature set

### Challenges:
– Core creative team left: GM and LGD left, lead programmer left after soft launch
– Downsizing output while rebalancing deliveries
– Managing a team of 60+ people
– Implementing a shift in production practices with the addition of a small SCRUM framework
– Keeping mood high