
Investment Design
Core Responsibilities:
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Engage players for over 1000 hours
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Structure reward pacing
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Balance an economy, mitigating for inflation
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Develop social systems to support player bonds
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Develop a business model and design corresponding monetization systems
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Manage and organize a large Excel spreadsheet
Academic
Solo
12 weeks

Gameplay Loops for core, progression, and meta systems.

Overview
This is 12 week project focused on developing monetization and retention systems for a Gacha Action RPG. Both monetization and retention systems have been a big passion of mine for a long time, and I was incredibly excited to take this course. This project gave me a ton of practice with developing long tail systems, further insights into the business of games, and experience managing a much more complex spreadsheet than my other projects could afford.
Lessons
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Social systems are very powerful for retention​
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Infinite resource sinks, finite sources
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Make considerations for usability on larger scale spreadsheets
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Quantic foundry's models are awesome
Final GDD/Pitch Deck for the project, delivered 11/24/25
Modeling progression systems for an ARPG is quite a tall task. When deciding on a direction, ​I ultimately determined that my end goal was to chart out reward pacing over time. I created the model to try and get the most accurate representation of how rewards would be paced throughout the player's experience.
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I started with Character Leveling, added Gear, then quantified the average increase in player power at each level. That power increase got summed, then compared to the enemy difficulty scaling to create a scalar. This scalar represents the player's increase in farming efficiency over time, and was looped in to all of the earn rates throughout the rest of the sheet.
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I added in data about what level major rewards would come in, then graphed those levels over time, with markers at each reward, resulting in the graph to the right.
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To bring the 100 hour experience to 1000+ hours, I added character collection and seasonal resets. Players can unlock and level up different characters through a gacha system, each with their own playstyle. Seasonal resets are inspired by Path of Exile, reinforcing replayability and giving a fresh start to bring players back on a regular basis.
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Because I built the need for multiple characters into the endgame, I think my numbers ended up a little high in terms of hours to complete. Looking back, I probably would've kept the same pacing for rewards, but cut 20-40 hours off of the progression experience so players could get to other characters faster. Regardless, I'm very happy with what the model is capable of in terms of facilitating a discussion around these types of decisions.

Character Progression model.

Model to determine the effect of player power on earn rate at each level.

Graph of all major progression related rewards throughout the player experience.









