Sdorica is a turn-based, story-driven mobile RPG featuring a wide range of characters with unique appearances and abilities. Players build teams, strategize with character skills, and progress through story chapters and challenges, enjoying both combat and narrative experiences.
My work at Sdorica includes level design, mechanics design, and system design:
Level Design
At Sdorica, we designed levels with different purposes.
Some levels were built to test the players' understanding of gameplay, while certain levels were designed to teach them game knowledge.
Certain levels were created to motivate players to level up, and we also introduced levels with different mechanisms to provide fresh experiences.
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Designed and implemented over 100 levels using the editor, and collaborated with engineers to extend its functionality.
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Designed levels that aligned with core gameplay, added variety, and created different paths for problem-solving within a level.
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Designed levels that supported the game’s lore and enhanced player immersion.
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Playtested and iterated based on feedback.
Mechanics Design
One of the main characteristics of Sdorica is that there is a wide range of characters with fascinating appearance and story.
So, it's my duty to strengthen their persona by designing their skills, and to combine it with merge 3 system.
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Designed and implemented over 50 characters' skills and balance them by analyzing the game data.
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Designed skills that are easy to learn but can create synergy with others, adding strategic depth.
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Designed skills are variety enough for different type of players, and balance them to avoid the only meta.
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Designed skills that allow players manage risk.
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Designed skills that are aligned with the in-game economy and level progression.
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Playtested and iterated based on feedback.
System Design
There are two End game systems in Sdorica:
First, Wonderland Trial is a system with scoring and ranking to satisfy players who enjoy competing with others.
Kingdom Adventurer is a system in which exploration-oriented players can collect materials , forge tools or equipments and use their characters to deal with specific situations.
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Planned and developed two endgame systems in collaboration with engineers and GUI designers
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Designed systems to fulfill different players' motivation: challenging and exploration.
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Designed systems that are balanced and avoid OP meta.
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Designed systems that create memorable experiences and foster social interaction.
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Playtested and iterated based on feedback.
About Rayark
This is a film about game designers who work in Rayrak.
The paragraph about me starts from 03:11 to 04:00.

