madworld: warfront

technology used

Open 3D Engine Logo

Open 3D Engine

Affinity Logo

Affinity Suite

Atlassian Logo

Atlassian Suite

launch trailer

MadWorld: Warfront is a tactical 3PS contained within two primary modes. The metagame, where players join clans to fight Wars to claim territory and the missions where players and their squads complete objectives to gain resources.

gameplay demonstration

Both game modes feed one another. Wars create opportunities to spend resources and also create the contested territories where missions can be played. Missions are players' primary means to obtain resources which are used in crafting and to supply wars. Primarily, players engage in missions to earn war points; whichever clan has the most war points at the end of a war win and claim (or retain) the territories where they scored the most points.

balancing the meta - building a FTP economy

Building a FTP economy, for a mobile market, no less, was a new and interesting design challenge for me. Unfortunately, I'm unable to show much of the work that went into this as the game is live and we want the details of this kept private from players.

To build the economy, a large excel workbook was made to house numerous calculations and references. This workbook contained all the data on weapons, level ups, xp, war costs, resourses etc. All values were balanced around a time to earn, which was our ultimate north star for the economy. We decided how much dollar value we wanted players to earn per hour of play and balanced drop rates and item cost around that value. This gave us a consistent base value to plug into everything to determine the value, making tuning numbers to align with that goal much easier.

Gear Power turned out to be extremely useful for economy building, as it gave a single value for how 'good' any one item was, allowing us to price accordingly and set equvalent TTE and resource requirements. In the end, we had a solid economy with a consistent internal logic to work from. This system gives players a good sense of value that feels sensible and consistent, increasing their trust in our store and odds of purchasing from it.

conclusion

MadWorld is the third title I've shipped. With that in mind, I'm extremely proud of the work the team and I did. I came in to a partially developed game with totally different direction and, in under a year, restructured the game into something extremely fun to play and easily marketable to players. With my background more in the level design space, being a full fledge game designer recuired a significant skill set shakeup to create shooter mechanics, meta game features, and economy. I learned an absurd amount on the project and shipped a very cool title.

With such a small team, we were rather limited on roles and positions and, ultimately, only two designers, including myself, brought it all together; of course, we also had a fantastic team of engineers, artists, and producers to bring the vision to life. It was a big step up in my responsibilities and, while I was not perfect, and still have plenty of room to grow, I felt I filled the shoes well; I pushed myself to my limits across the board and it all worked out.

MadWorld: Warfront is currently free to play on both iOS and Android and I definitely recommend you check it out!