Road King Tycoon
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Authored the GDD and developed the game from pitch to release.
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Used proprietary technology to implement and iterate mechanics alongside programmers.
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Conducted extensive research and playtesting to develop the game loop and economy design.
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Designed level through multiple iterations.
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Collaborated with studio team on daily stand up teams meetings.
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Optimized game through advanced Unreal techniques.
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Worked with marketing team to ensure a steady release.
Responsibilities:
Road King Tycoon is a Mad Max themed Fortnite Tycoon map where players build up their bases from scratch and use custom cars to capture wasteland towns and become THE ROAD KING. I developed this project as a contract with Creators Corp.
Results
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Road King Tycoon peaked at 9.2k concurrent players
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Generated an estimated 56k USD throughout its time in Discovery
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I now work part time as a QA person for Creators Corps new maps based on the value I showed with my feedback.
Tycoons are a classic UGC genre, but all with a very simple formula. Buy a clicker, generator, and build your base from there.
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My design goal was to expand that to include PVPVE mechanics that Fortnite players were already familiar with. We accomplished this by adding capturable POI's that were great distances apart. This accomplished 2 things:
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Players had more unique mechanics to stay in the session for longer. (the metric for success in UEFN)
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The POI distance from the spawn incentivized players to interact with our unique vehicle system and by extension the base game loop to unlock said vehicle.
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Creating a unique UEFN experience





Creators Corp Team!

Creators Corp Team!
Throughout development I worked remotely with a total of 10 other people on the project, with another game designer, 2 programmers, 1 artist, 3 producers, and 3 QA testers.
Each morning the core team held half hour standup meetings detailing daily goals and tasks that were divided up on Trello.
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It was my first time working under a producer and I can say I very much liked the structure it gave to the project.
Agile Development and Collaboration
Balancing the game loop with the economy design is what makes or breaks a tycoon and ours was no exception. I started by researching the top performing tycoons like Rapper and Youtuber tycoon and seeing what they did well. After compiling my findings into a massive google sheet, we got to work targeting the gameplay time of 45~ minutes to complete the base loop of the game.
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Along the way I conducted a lot of playtests with the internal team, to get the game feel to where the players would want. This included playtest documentation, searching for bugs and QA interviews.
Balance and Economy Design





Describe your image



Describe your image
A key reason we chose to use Mad Max type of theming is because around the time we were asked to come up with an idea there was a Fortnite road map that got leaked and it the next season was rumored to be Mad Max themed.
Upon original release we tried to theme it it around the new season calling it "Wrecked Tycoon". However it didn't stick! It was then overhauled by the team over the next month into Road King Tycoon and met with critical success.​​
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Theming and Release
NEVER GIVE UP!
