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.

Preparation shop intro prototype in HITMAN
RoleGame & level design · Hands-on prototyping
GameHITMAN (2016)
StudioIO Interactive
ToolsGlacier 2 · Node-based scripting

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.

Flow chart of the main game activities

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.

Contract menu concept for HITMAN

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 prototype

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.