Cinder.io
Cinder was a crypto NFT MMO built with Unity where players play as the NFT avatars they had purchased. There was a planned feature for players to collect and customize creatures that they could trade and sell on the Solana blockchain.
RESPONSIBILITIES
Game Designer
Designed and owned the creature capture mechanic, player feedback system, social system, and creature training mechanic during pre-release
Worked with artists to create 3 new explorable areas in the game; the Parlor Room, Curator Shop and the RID Rooms
Performed competitive and feature analysis for social and economic features
Regularly collaborated with other designers to discuss current sprint goals and designs
Designed initial account progression and creature stat mechanics
Paper designed daily player activities to drive healthy, economic gameplay
POSTMORTEM
Cinder was a race against time for every feature while the project attempted to gain a following. During the early development, some elements were bespoke simply to get them into the early players’ hands. While this allowed us to get features out to players faster, it prevented any real iteration on mechanics without requiring full reworks. This coupled with slow pipelines for content support left some designs dead in the water.
If I were to revisit the project, I would focus on getting the smaller and modular pieces ready and viable rather than piecemealed elements. It would slowdown the release cycle but it would allow for better, stable content to get to the players sooner.
Curator Shop - Interior
RID Room, Floor 1 - Interior
Curator Shop - Exterior
RID Room, Floor 2 - Interior
LOCATION STORY
Eccentric collector of interesting artifacts provides players with a location to combine and trade items for better variants.
OTHER RESPONSIBILITIES
Location selection for player navigation
Greybox desired size, key focal points, and needed asset descriptions
Collaborated with artist and world builders to review layout, feel, and feedback for development
LOCATION STORY
A two-story structure of mashed building, repaired and run by the Twins. The lower floor provides resource demolishment while the upper floor provides catalogs of world history and data collected by players.
OTHER RESPONSIBILITIES
Designed player-driven uses for the location
Greybox desired size, key focal points, and needed asset descriptions
Collaborated with artist and world builders to review layout, feel, and feedback for development