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Miraculous TD
Roles: Game Designer
Genre: Tower Defense
Team Size: 10
Engine: Roblox Studio
Responsibilities
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Owned the design process for enemies, towers, and player economy
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Greyboxed and iterated on three levels, focusing on effectively introducing new mechanics
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Created multiple balance spreadsheets to visualize tower stat upgrade amounts, enemy scaling, and all player economies
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Analyzed player KPI’s to recognize game mechanics players struggled with, iterating on them to make them more easily understood
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Worked with Art and Engineer lead to ensure towers and tower attacks were designed to utilize previously made VFX and models when possible, reducing overall project costs
While at Toya, I had the opportunity to work on Escape the Labryn. As the sole designer on the team, I worked closely with a small team of Engineers to bring the game to life. My It's been an honor getting to work with such an incredible team, and being apart of such an amazing game!
Balance Visualization
While working on Escape the Labryn, one of my responsibilities was to balance the game. This included both how frequently enemies appeared, their difficulty, and how frequently different environment decorations appeared.
In order to effectively balance these, I used Google Sheets to create graphs that visualized which enemies and decorations appeared in each maze section. Additionally, the graphs also showed the percentage each one had to appear in of the 20 squares that made up each section, allowing the balance to be fine tuned even further. Once the spreadsheet looked good, I would implement the values into the game and test to ensure the maze felt fair.

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Breaking up Gameplay
In order to prevent players from losing interest from exploring 60 maze sections back to back, we designed 4 break areas to allow players to take a moment of rest and prepare before heading deeper into the maze. These were spread out every 12 sections, with lore and items hidden around to incentivize exploration.
I also designed a mini-boss and boss fight that players would encounter as they progressed. The goal was to have these serve as fun fights that had higher intensity, before players reached the middle rest area and end of the game. Each encounter had unique mechanics, ensuring gameplay stayed fresh.
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