Hello, my name is Scott Fine.
I have over a dozen years of game design experience, 11+ shipped games, and 8+ years specializing in systems and economy design. Currently I work as a game systems designer at Skydance Interactive, where I’m building the economy, combat systems, and game balance on our next title; Behemoth.
Previously I worked for Kung Fu Factory where I built the economy and led the team that managed live operations for the #2 sports game in the App Store in April 2021 – NBA BallStars. I also designed the onboarding experience for 3 titles and planned out the player’s journey. Collecting feedback and analytics my team tuned the player’s experience to promote monetization strategies which retained players and crushed our KPIs by more than 20%.
Select a feature to learn more about my contribution.
There are a variety of crafting systems, and they are all interesting in their own ways. Depending on your game’s pillars, you’d probably lean one way over the others. But what are the three most referenced styles?
When games do a weapon durability system, it often comes with two other systems: weapon crafting and weapon repair. These three systems build a nice little loop, but Zelda Tears of The Kingdom only uses durability. We’ll explore what Zelda does to buck the trend and still have a successful loop.
This time we’ll be lightly touching on how games create specific emotions in players via gameplay. I’ll be using Stray as my example to guide us along. Throughout the game, interactions between the player character and their environment change over time and influence the emotions they feel. This can most easily be noticed when dealing with Zurks.
Welcome to a Mini Mechanic Microscope, where we very briefly look at a very small mechanic and how it influences a larger one. This time around we’re looking at Boltgun’s Chainsword!
For this month’s post, I’m going to be taking a look at the event structure for Halo Infinite. They’ve done a few things which I think are particularly clever and interesting, then they’ve done some things which I find myself asking WHY? We’ll cover both today!
Welcome back to round three of our look into battle passes. This time, we’re going to be chatting about progression in the battle passes. This one is going to be very math and logic heavy, but I’m going to break it down so anyone can understand it.
Welcome back! This time we’re talking about the value of a battle pass. Let’s get started!
Today we’re going to start talking about battle passes! Almost every successful live game has one, and we’re going to break down the most common types of battle passes seen today. We’ll discuss how they work, and the pros and cons in each.
This time we’ll be taking a look at a few different RPG leveling systems, and more specifically how they relate to skills. Some light spoilers going forward for Pokemon games, Diablo 4, and Starfield.