Portfolio / Game Design & Direction / Economy & Progression
03 · ECONOMY
A pre-mission economy built for long-term engagement.
I investigated systems to support a game-as-a-service model in HITMAN, defining player progression and other key gameplay features that supported long-term engagement and sustainable revenue.
THE CHALLENGE
Support a game-as-a-service model with progression and features that keep players engaged and bring in sustainable revenue.
WHAT I DID
Mapped every user and character activity, ran workshops on how each could add value, and prototyped the contract menu, pre-mission economy and shop in Glacier 2.
THE RESULT
Working prototypes and a dedicated test mission that let the team run user tests on the gameplay flow in live environments.
Game activities
Laying out and identifying all user and character activities inside and outside the game space, and running workshops on how each activity can add value to the game experience.
The contract
Created a pre-mission economy where the player sets a level of commitment, and designed and prototyped the UX behind the contract menu so the team could run user tests on the gameplay flow.
Preparation shop
Designed and prototyped the shop in Glacier 2 using node-based scripting, where the player can navigate and purchase accessories to assist in the mission.
Showcase and testing levels
To test the economy and progression features in-game, I built a limited mission area where everything could be tried in live environments: a small hit location with several ways to enter, using all the new features from the economy and progression concepts.