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Lead Game Designer and Game Economist

ROLE

Q1 2026

YEAR

GENRE

Auto Battler

Hero Collector RPG

PLATFORMS

Andriod, iOS

DESCRIPTION

A free-to-play idle battler RPG and hero collector, where players can collect a diverse roster of heroes - each one a unique cat. The game blends epic and strategy with moments of lighthearted humor.

COMBAT DESIGN & HERO SYNERGY

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My Role: As the lead combat and hero designer for Legends of Kittaria, my philosophy was to make the strategic puzzle of team-building the core of the gameplay experience.

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Problem: In many hero-based games, players default to using their highest-stat characters. My challenge was to design a combat system where clever team composition and hero synergy would consistently outperform raw power, making theory-crafting the true battle.

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My Solution: I designed the combat system around player expression and intelligence:

  • Pillar-Based Hero Design: I designed each cat hero around a clear strategic pillar (e.g., Debuffer, Protector, Finisher). This ensured every hero had a unique and understandable purpose on the battlefield, serving as a building block for a larger strategy.

  • Engineered for Synergy: The system's depth comes from intentionally designed synergies. I created interlocking abilities that produce exponential effects when combined, such as a hero whose damage scales with the number of debuffs on an enemy, or a tank who excels at protecting a single "hyper-carry" ally.

  • Empowering Player Intelligence: This "action happens before the fight" approach empowers players to experiment and discover powerful combinations, making their strategic choices more impactful than their reflexes.

 

Outcome: This focus on synergy created a combat system where player intelligence is the most powerful resource. The design led to a diverse and healthy meta where countless team compositions are viable, driving long-term engagement as players continuously experiment to find the next "aha!" moment that crushes a difficult challenge.

PET CARE & ENGAGEMENT SYSTEM

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My Role: I designed the Pet Care system to foster a genuine bond between players and their companions, transforming them from simple stat-boosts into powerful allies the player is emotionally invested in.

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Problem: Many pet systems become a tedious chore in the late game. My challenge was to create an intimate daily care loop that felt meaningful, but could also scale to a large collection of 40+ pets without overwhelming the player and causing them to burn out.

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My Solution: I designed a system that balanced personal connection with respect for the player's time:

  • Bonding Through Interaction: I designed a daily care system where actions like feeding and playing directly increased a "Bonding" affinity. I tied this affinity to the pet's power progression, making the act of caring the primary way to unlock new combat abilities and passive buffs.

  • 'Kittaria Springs' QoL System: To prevent "chore fatigue," I designed a unique quality-of-life feature where players select a small group of "favorite" pets to care for each day. The bonding benefits from these focused interactions were then applied across their entire collection, preserving the feeling of personal care without the tedious micromanagement.

 

Outcome: The Pet Care system was a huge success, creating a powerful emotional investment in the game's characters. The "Kittaria Springs" feature was highly praised by the community for eliminating late-game burnout, which was a key factor in decreasing player churn and increasing the game's long-term retention.

MONETIZATION AND ECONOMY DESIGN

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My Role: As the designer of the game's monetization and economy, my core philosophy is to build a fair and sustainable ecosystem that respects players while achieving business goals.

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Problem: The core challenge of free-to-play design is generating revenue without creating aggressive paywalls that punish non-spending players. An unbalanced economy can destroy player trust and long-term retention, hurting the game's health and profitability.

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My Solution: I build and manage game economies with a player-first mindset:

  • Value-Driven, Not Pay-to-Win: My approach is to create a fair system where players pay for convenience, cosmetics, or great value—not raw power. I ensure the free-to-play path is always a complete and rewarding experience, which builds a large, healthy community and long-term trust.

  • Balanced Economic Systems: I meticulously design the flow of all currencies, balancing the "faucets" (earning) with the "sinks" (spending). I create compelling choices through features like the Battle Pass, daily deals, and gacha systems that feel rewarding and optional, not predatory.

  • Data-Driven Live Tuning: A game's economy is a living system. I use live player data to constantly monitor its health, identify imbalances or pain points, and tune the numbers to ensure the economy remains fair and fun for everyone.

 

Outcome: This player-first approach results in a more positive and trusting community, which leads to higher long-term retention and a healthier overall game. By focusing on fair value, we create a sustainable and profitable economy that respects its players and increases their lifetime value.

WEAPON AND GEAR CRAFTING SYSTEM

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My Role: I designed the weapon and gear crafting system with a core philosophy: to ensure that no player effort is ever wasted and all game content remains relevant.

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Problem: In many RPGs, early-game materials quickly become obsolete, making a vast majority of the game feel unrewarding to revisit. My challenge was to create a deep, long-term crafting progression where every component a player earns retains its value.

 

My Solution: I designed a flexible, player-friendly system with two core pillars:

  • 'No Component Left Behind' Design: I designed an economy where even the most common components from early chapters can be upgraded to become endgame-viable. This ensures that all content remains farmable and rewarding, respecting the player's time and investment.

  • Strategic 'Mold' System: Crafting requires combining components with a 'Mold.' Using the same set of components with a common Mold creates a reliable item, while using them with a rare Legendary Mold can forge a game-changing piece of gear. This separates the grind for materials from the chase for top-tier rarity.

 

Outcome: This crafting system successfully eliminated the "obsolete loot" problem and reduced grind fatigue. By providing multiple, equally viable progression paths and ensuring all content remained relevant, the system was praised for respecting player investment, leading to higher engagement across all game chapters and better long-term retention.

© 2025 BY ZACK DAVIDSON

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