Dungeon Hunter 4

Timeline: 2013 to 2014

Platform: Mobile (iOS and Android)

The Game: Venture forth into the most immersive, accomplished, and addictive chapter of the acclaimed action RPG saga! The Demons, a race thought to have been extinguished eons ago, have returned. You awaken from what seemed like a nightmare to find your kingdom, Valenthia, decimated. Unharmed from the battle, you are mysteriously gifted with tremendous new power and skills. You could be your people’s only remaining hope…

My Contributions

A well-known franchise in the action mobile RPG genre, I joined this game several months after launch, when the team was planning and executing bi-monthly updates and Live Ops. Like Gangstar Vegas, this game was also launched as a premium, pay-to-download product, but its underlaying loot-based and stats-based economy was more conducive to move the business model to free-to-play. I helped create and balance new features as the game got regular updates for over two years.

Design & UXProduct & ProductionData & Engineering
  • Developed an innovative method to quickly balance a Lottery with hundreds of unique items from their intended individual value in dollars.
  • Game economy design of new features, such as legendary chests;
  • Game economy balancing, modeling progression curves of new features and re-modeling old ones, such as the reward curve of two game modes;
  • Major spreadsheet and control model re-works in Excel.
  • Designer new systems for time-limited Events, revamped Crafting and Lottery that were implemented in updates, improving IAP revenue per paying user by up to 58% and ARPU by up to 54%;
  • Data analysis: as I needed data about specific interactions of our players, cohorted by progression milestones such as XP level;
  • I leaned in my past experience with programming and databases to query and extract insights from our BI database.
  • Used Python with Pandas, Statsmodel and Sublime Text.


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