Unannounced AAA Mobile Project (Drop Fake)
Hero / Intro
I’m a Senior Gameplay Designer at Drop Fake working on an unannounced AAA mobile action/fighting project built in Unity. I take features and character kits from paper design → implementation → iteration, partnering closely with engineering, animation, VFX, and production to deliver clear, responsive gameplay.
Project Snapshot
- Platform: Mobile
- Engine: Unity
- Focus Areas: Combat kits, moment-to-moment feel, encounter readability, and onboarding/FTUE flows
- Status: Unannounced (details limited due to NDA)
What I Owned
- Designed and implemented character combat kits from initial concept through playable prototypes and tuning passes.
- Built and iterated on combat systems/content hooks that support repeatable kit creation and fast balancing.
- Collaborated cross-discipline to align animation timing, VFX readability, audio beats, and gameplay rules.
- Contributed heavily to FTUE / tutorial design, structuring learn-by-doing steps and progression of mechanics.
- Supported lightweight production coordination: clarifying requirements, tracking dependencies, and unblocking iteration.
How I Work
- Define the player goal and the “why” behind the mechanic (clarity, counterplay, skill expression).
- Prototype quickly in-engine to validate feel and readability early.
- Instrument iteration with targeted feedback loops (team playtests, edge cases, balance checks).
- Polish for clarity: remove ambiguity, ensure strong feedback, create consistent rules.
- Document and handoff: maintain design docs and implementation notes so features scale.
Collaboration
I work day-to-day with:
- Engineers to shape implementable systems and author content hooks
- Animators to align timing, cancels, hit reactions, and readability
- VFX/SFX to reinforce gameplay states and impact
- Production to plan deliverables and keep iteration moving
Selected Outcomes
- Delivered multiple combat features and kit implementations through repeated iteration cycles.
- Improved onboarding clarity by restructuring tutorial steps and reducing early friction points.
- Helped standardize kit implementation patterns to make future content faster to build and safer to tune.
Skills Demonstrated
- Combat kit design (identity, counterplay, clarity)
- Rapid prototyping and tuning in Unity
- Data-driven iteration
- FTUE/onboarding design
- Cross-discipline collaboration and delivery
Tools
- Unity (including common sequencing/implementation workflows)
- Data-driven design patterns (content definitions, tunable parameters)
- Cross-discipline iteration workflows (docs, playtests, implementation notes)
Note
Because the project is unannounced, I can’t share footage or detailed mechanics publicly, but I’m happy to discuss my process, collaboration style, and the design tradeoffs I navigated.