Tuning a game mode with simulation

As part as my job as a Game Designer, I have to tune game modes and manage the distribution of virtual currency to players. I developped a tool for a Hearthstone Arena like game mode, which allows to tune up different values like the entry fee, the number of lives and the number of steps. Then it launches a simulation that will calculate the gifts to the players, depending on the difficulty on the inputs. This tool is very useful to fine tune the economic of a multiplayer game.

JumpBlast economic design

JumpBlast will have an economic design inspired from King games. When the player finishes a level, he will be rewarded with stars. To unlock the next world, the player is asked to get 3 stars on each level on the current world. Thus, he has the choice to replay the levels where he can have more stars, ask friends for more stars – the number of required gifts depends on the performance of the player – or pay.

Additionnaly, the player can use some boosts for any level to get the 3 stars easier. Using “cheating” bonuses is left to the sole discretion of the player and is not shared with other friends. A leaderboard will also entice the player to get the highest score on every level. He has the choice to train to get the best performance, or get items to get a chance to shine.

Improved graphics on JumpBlast

JumpBlast is having a major graphic update! With the help of Emmanuel Aubert, I updated the graphics of the game to give it a fresher look, and to appeal to a broader audience. The worlds, the level items and the UI have been revamped, and a storyline is being written so the player can be really attached to the game. Here is a sneak peak of the next major release of the game!