Lead Game Designer / Systems Architect / Web3 Economy Designer

I build the systems
under the gameplay.

Combat math. Matchmaking architecture. Token economies. Full gameplay ecosystems from first prototype to live operations with millions of matches played.

System Terminal

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Systems Architecture

Core disciplines. Each one ships production-ready.

COMBAT_SYSTEMS

Readable Outcomes

Players understand why they won, why they lost, and what to change. Damage formulas, mitigation curves, status interactions, and counterplay patterns designed for clarity at every skill level.

  • Damage scaling and mitigation math
  • Target patterns and counterplay trees
  • Gear progression that preserves balance
PROGRESSION_ARCH

Power With Pacing

Progression is permission — what you can do next, not just bigger numbers. Zone gating, recipe complexity caps, and EXP curves tuned against degenerate loops.

  • Zone bands and content gating
  • Recipe graphs with bounded complexity
  • EXP/hour tuning to prevent farming exploits
ECONOMY_DESIGN

Economies That Hold

Token flows, sink/source balance, and marketplace architecture built for long-term stability. Not speculative hype — sustainable systems with real retention mechanics.

  • Token sink/source equilibrium models
  • Marketplace pricing architecture
  • Anti-inflation and exploit mitigation
LIVE_OPERATIONS

Specs That Ship

Clear schemas, edge-case documentation, and implementation notes engineers can build without guesswork. Data tables, patch frameworks, and stakeholder communication built into the pipeline.

  • Ability and item data specifications
  • Content tables for zones and drops
  • Patch cadence and release frameworks

Selected Work

System problems solved. Shipped live. Operating at scale.

LIVE_TACTICAL_TITLE

Turn-Based Combat Architecture

Designed and owned the full combat system for a live tactical title. Turn manipulation, positioning mechanics, terrain pressure, and class balance across a growing roster. Authored every ability spec, tuned every damage curve, and maintained balance across content patches.

Combat math Class balance Ability specifications
ASYNC_PROGRESSION_PLATFORM

Progression and Content Economy

Built the progression backbone for an async gameplay platform. Zone fragment gating, enemy drop chains, recipe dependency graphs, and EXP tuning across hundreds of content nodes. Every table shipped with edge-case documentation and engineering handoff specs.

Progression graphs Content pipelines Data architecture
COMPETITIVE_ARENA_ARCH

Matchmaking and Director Systems

Architected intensity pacing and matchmaking logic for competitive play. Replaced generic time-ramp difficulty with authored intensity states — telegraphed spikes, tunable spawner logic, and a threat system that creates meaningful risk/reward tradeoffs.

Pacing architecture Director AI Matchmaking logic
RAPID_PROTOTYPING

Prototype Pipeline

Built and validated rapid prototypes across multiple genres — auto-combat survival loops, idle progression systems, match-3 economy models, and risk-based dungeon architectures. Prototype fast, validate retention hooks, cut what does not perform.

Rapid iteration Retention modeling Economy validation

Contact

Serious work inquiries.

DIRECT

me@bradking.me

For contract work, consulting, and systems architecture engagements. If it involves combat math, economy design, or live operations — let's talk.

SCOPE

What I Take On

  • Full combat system architecture
  • Economy and tokenomics design
  • Progression and content pipeline specs
  • Live ops tuning and balance passes
  • Technical game design leadership
SYS_STATUS NOMINAL
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SECTION HERO