Lead Designer

Built a Mobile RPG card game that encourages real-life exploration.

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Introduction

A narrative-rich project inspired by gacha-style item collection, Fate/GrandOrder flow, and real-world historical exhibits—melding fictional characters and events with faithfully represented museum artifacts.

In "Project Constellation", players become heroic curators who travel through various eras to stop a black-market dealer organization from stealing artifacts for future profit. The game balances fictional narratives—complete with original protagonists, antagonists, and card-based power-ups—with historically accurate elements, ensuring each museum’s integrity remains intact. By seamlessly blending dynamic gacha mechanics, a card-collecting system (both fictional and historically based), and a unique replicator/3D printer feature, the experience highlights the thrill of exploring and preserving history, all while engaging in strategic battles or playful museum-themed competitions.

Project small image
Project small image
Key Features

Fictional & Museum-Accurate Story

Players dive into a robust storyline starring original characters, working alongside iconic historical figures—who become summonable after completing their museum story arcs.

Adaptive Gameplay Mechanics

Different museum types call for different modes: military museums introduce strategic battles, while other museums might focus on cooperative or competitive challenges rooted in their specific themes.

Gacha-Style Item and Card System

Collect or replicate items scanned in museums, summon them in battle, or break them down for materials. Fictional Cards range from Common to Ultra Rare, while Historical Cards (Ancient Rare, Mythic Rare, Astral Rare) are unlockable only by visiting the corresponding museum arcs.

Replicator/3D Printer Feature

Scan exhibits to unlock their data and generate replicas, then use or trade them for materials. Enhance the game’s strategic layer with customizable loadouts and item synergy.

Story Progression & Time Travel

Venture across multiple eras, forging alliances with historical characters. Defeat the black-market antagonists, and safeguard valuable artifacts from tampering.

Challenges & Solutions

Building a gacha-driven RPG system that both enticed players to keep upgrading and maintained a balanced economy posed significant hurdles for the team. We drew inspiration from successful mainstream RPGs, dissecting their reward loops and progression systems to reverse-engineer an approachable flow. This meant translating core mechanics—such as drop rates, upgrade paths, and power curves—into a simplified model that fit our game’s theme and scale.

Early balancing without the benefit of extensive playtesting added another layer of complexity; to tackle this, we developed Excel-based simulations, inputting character stats, item rarities, and enemy encounters to emulate different player scenarios. By adjusting formulas and run-throughs in these spreadsheets, we could detect problematic spikes or gaps in difficulty, making iterative refinements possible before actual implementation.

Technical Stack
  • Unity: Core engine for 2D/3D gameplay, card battle systems, and cross-platform builds.
  • Figma: Rapid prototyping of UI/UX, ensuring clarity in card inventory menus and replicator interfaces.
  • Photoshop: Creation of character art, card templates, and environment assets for each museum era.
Development Status

Pre-production & Prototyping: Early narrative drafts, basic gacha mechanics, and initial AR (or standard) scanning features in progress.

Core cast designs nearing completion; museum-based environments in white-box stage, awaiting refinement.

Project small image
Project small image
My Role

I was commissioned to design this project from the ground up, acting as both the lead producer and game designer. I constructed a highly detailed game design document, organized the user interface workflow, and led the overall production schedule.

Beyond mapping out the core gameplay flow and balance, I also outlined the technical requirements for our engineering team, ensuring every element aligned with the client’s vision. By orchestrating the game’s design pillars and team communication, I helped steer the project toward a cohesive and engaging final product.

What do the players think?

Here are the reviews:

Allie Jennings
Twister Air
"So much fun! Played with my family and we had an awesome time dancing to the music and wearing the fun bands. Awesome game!"
Garden of Aiden
"I can't remember the last time I felt so satisfied with some game's graphics. Nowadays everything looks so grim and hollow-knight-ish, or in the other hand, too much retro and 8 bit style. Your game, yet pixelated, brings a rich and well-balanced color palette to the table, with a Superbrothers Sword & Sworcery feeling. Congrats!"
148Apps
Hank Hazard
"Hank Hazard is a fantastic physics puzzler. Amongst an App Store heaving with the genre, Hank Hazard stands tall, making it an unbeatable example."
Agiangmei Gangmei
Rooms of Doom
"This is what an arcade game should look like.. Excellent work!!!!"
Kotaku.com
OMG:TD
"Cartoonish graphics, simple and intuitive game play, free-to-play, OMG: TD has it all. "
Kenai Medina
Rooms of Doom - Minion Madness
"I love it! Challenging, cool minions (also cute and some creepy lol) also funny! Lol it's perfect if ur not sure if u want to download this I 💯 percent suggest it!"
Gengarona
Garden of Aiden
"Wishlisted. The artistic direction is looking fantastic so far, I'm definitely interested."
Christina Casarez
Twister Air
"It is fun and you get exercise 😀😃"
Welcome
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