

Vegefender was a four-week project developed by a team of 9. Our goal was to create a vibrant and colorful world that would pit two very distinct groups against each other.
We designed a tower defense game featuring candies versus vegetables, incorporating a unique mechanic that allows players to manage a field to add extra effects to their towers.
As the System Designer, I was responsible for developing the game systems, creating team documentation, and balancing the gameplay.

My Contribution
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Tower System
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Enemy System
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Unique Feature Integration
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Economic Design
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Documentation Creation
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Level Design
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Mockups
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Testing & Feedback
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Player Theories

About My Work

Our goal was to create an original game featuring two distinct, opposing categories. The team envisioned a dynamic Tower Defense game with numerous enemies and vibrant on-screen effects, akin to the Bloons TD series.​
This innovation added depth to the gameplay and effectively addressed the core needs associated with the genre
To meet this vision while adding a layer of originality, I introduced a mechanic allowing players to grow effects in a field. These effects could then be applied to towers, enhancing upgrades and diversifying tower types.
Design Intentions

One of the most crucial elements of a Tower Defense game is its pacing, as it's essential to balance the number of enemies with the player's progression.
To address this, I developed an Excel tool that tracks the progression of a game session through rounds.
The tool includes all necessary statistics for monitoring, along with a simulator ensuring optimal enemy placement. Using this tool, I was able to fine-tune the game's balance, allowing its various mechanics to shine.
Pacing

To See More
Simulator to track the player's progression throughout the game and ensure pacing aligns with the team's vision.
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Allows for quick processing of information without the need for testing with every change.
UI mockups to organize in advance and conduct reviews with the team, enhancing the player's experience during navigation throughout the game.
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Also serves to confirm the artistic vision with the Game Artists and Game Designers.






