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Chaos Combat Chess
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Chaos Combat Chess
Draft uniquely powerful units from across space and time, develop a winning strategy, clash with online opponents and climb the ranks in Chaos Combat Chess!

From Fall 2019 to Spring 2021, my time at ThisGameStudio provided me with the opportunity to be one of the main designers of Chaos Combat Chess - from the early prototyping / feature design stage to the final, released product with Live-Ops management and content updates.

CCC is an alterative take on the AutoChess genre that took the industry by storm in 2019. CCC reduces the amount of RNG by replacing “items” with “rank bonuses” - rewarding the players with alternating sets of new abilities as they collect duplicates and rank up their army of fantastical characters.

I was solely responsible for the design, balance and constant updates to the Rank Bonus feature. I was also tasked with designing various new gameplay and monetization systems, increasing revenue through the reinforcement of synergistic relationships between gameplay, progression and social features.
Additionally, I further optimized day 1-7 retention through the usage of Live Analytics and A/B Split Testing (through Google FireBase) to inform design decisions and frequent updates.

Through working on this project at TGS, I learned to improve project workflow and efficiency through task delegation and strike team reviews, bridging the gap between producers, engineers, and artists.