When I joined Let’s Fish, which was the predecessor of Fishing Clash, it was the oldest game in TSG’s portfolio with over 8 years on the market and had a very conservative audience. However, the Game Design department faced another challenge due to a heavily unoptimized process of content production, which hindered active research.
During my work on this project I’ve designed and executed engaging events and promotions that generated revenue and kept players interested. I created a comprehensive event schedule featuring fishing tournaments, in-game events, and holiday promotions, while working closely with the development team to resolve any issues. Analyzing data to evaluate event effectiveness, I fine-tuned future promotions for maximum participation and revenue growth. My contributions drove player engagement and revenue for Let’s Fish.
Objective
To enable designers to focus more on research and analysis, the process of creating events had to be streamlined, reducing the likelihood of human error and minimizing the time required to prepare models.
Solution
The process of creating events and levels for Let’s Fish was manual and time-consuming, increasing the risk of human errors. To address this issue, I developed automated tools using Google Apps Script and formulas in Google Sheets. These tools reduced the amount of manual work required and included a level generator that produced ready-to-go XML files. I also created a naming convention that streamlined communication between LiveOps designers and the art team, further optimizing the tool to connect assets with appropriate item IDs. The implementation of this framework reduced the LiveOps production cost by 30-40% of combined QA and designers time. The tool was well-documented and allowed for future changes and development. The team continued to develop the tool after I left the project.
Next one?
Led the design of a new product from concept to launch, including research, ideation, and prototyping across 3 month productio