Combat and progression as one loop
The core design problem was ensuring that combat upgrades changed how the player approached encounters rather than functioning only as background stat growth. I worked across melee and ranged gameplay, abilities, stat scaling, progression, and reward systems so that moment-to-moment combat and long-term growth reinforced one another.
- Defined gameplay systems for melee and ranged combat within a mobile action format.
- Connected stats and progression to combat performance while keeping the underlying rules readable enough to tune.
- Worked across design and implementation, allowing balance changes to be tested directly rather than handed off between disciplines.

