Pablo Gadea's Portfolio

System design


A feature to let players create their own stories

System design is a very unique design discipline. It not only intends to create content for players to experience, but also a tool that developers can use.


As such, it' a deeply complex topic. I’ve developed a few systems, each with a different approach and goals.


In this section I will discuss the thought procress when creating one from idea into a shipped feature.

Pitching an idea / Solving a need

In SSO there is a gameplay feature known as Championships: multiplayer races that groups up to 20 players to compete against each other.


Each competition was its own separate event, nothing tied them together.


I knew there was a desire to create a feature or content that unified them and encouraged players to engage with them in a more meaningful way.

With those goals in mind I started to think of a system that could achieve all of them.


The original idea was basic: a system in which players would get points based on their performance in the race.


The higher the position, the more points they'd get.

Players then would be ranked into ladders based on those points.


After a certain amount of time, players would receive rewards based on their placement and the positions would be reset.

I made a presentation and shared it with some coworkers. Not only with designers, but also other developers who had a deeper understanding of the playerbase and how they like to engage with the game.


The idea underwent several changes before I felt confident in pitching to direction.


The pitch was approved and set to go into Production at a later date.

The system

Instead of a ladder-based system it turned into a system similar to a Battle Pass. Players would only need to collect a certain amount of points to obtain the rewards. This makes the system more friendly and doesn't limit the amount of players who can get a certain reward.

As our target audience is kids we didn't want to limit the amount of players who can get certain items based on their skill level.


The system was aimed at several groups of players:

Competitive

Players who always want to be #1 and were already engaging with the Championships.


They are encouraged to keep playing, earning even more rewards.

Achievers

  • Players who want to complete everything.



A new progression will spark interest in them.

Socializers

  • Players who want to customize their character and tell their own stories.


Earning new customization items and engaging in multiplayer activities.

Contact

email@domain.com

000-000-000


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