Lead Game Designer / Systems Architect / Web3 Economy Designer

I design the systems
that make games work.

Combat balance, progression design, matchmaking architecture, and live game economies built from prototype to production. I create scalable gameplay ecosystems that are clear to players, usable by teams, and durable in live operation.

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Systems Architecture

Core disciplines I bring to live game development.

COMBAT_SYSTEMS

Readable Combat Systems

I build combat systems players can learn, mastery curves they can grow into, and balance frameworks teams can maintain over time. From damage formulas and mitigation curves to status interactions and counterplay, every layer is designed to feel fair, legible, and strategically deep.

  • Damage scaling and mitigation math
  • Targeting patterns and counterplay structure
  • Gear progression that preserves balance
PROGRESSION_ARCH

Progression That Drives Retention

Progression should unlock meaningful decisions, not just inflate stats. I design content gating, reward pacing, recipe dependency structures, and EXP curves that guide players forward while protecting the game from degenerate loops and burnout.

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

Sustainable Game Economies

I design economies that reward engagement without collapsing under inflation, exploit pressure, or short-term speculation. That includes token flow modeling, sink/source balance, marketplace structure, and long-tail reward systems built for live environments.

  • Token sink/source equilibrium models
  • Marketplace pricing architecture
  • Inflation and exploit mitigation
LIVE_OPERATIONS

Design Documentation That Ships

Strong systems fail when the handoff fails. I create specs, data structures, edge-case documentation, and implementation-ready design materials that let engineering, production, and design move quickly with less ambiguity.

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

Selected Work

Selected work across live systems, progression design, competitive architecture, and rapid prototyping.

LIVE_TACTICAL_TITLE

Turn-Based Combat Architecture

Designed and owned the combat architecture for a live tactical game, including turn order systems, positioning pressure, terrain interaction, class balance, ability frameworks, and long-term tuning across content updates. Built the underlying math, authored specs, and maintained systemic clarity as the game scaled.

Combat math Class balance Ability specifications
ASYNC_PROGRESSION_PLATFORM

Progression and Content Economy

Built the progression framework for an async game experience, including zone gating, drop tables, crafting dependencies, reward pacing, and EXP balance across a large content graph. Delivered implementation-ready specs with edge-case coverage for efficient engineering handoff.

Progression graphs Content pipelines Data architecture
COMPETITIVE_ARENA_ARCH

Matchmaking and Director Systems

Architected systems for competitive pacing and adaptive challenge, replacing generic difficulty ramps with authored intensity states, tunable encounter logic, and risk-reward pressure systems. Focused on creating matches that felt dynamic, readable, and intentionally paced.

Pacing architecture Director AI Matchmaking logic
RAPID_PROTOTYPING

Prototype Pipeline

I build fast, test what matters, and cut what does not earn its place. My prototype work spans auto-battlers, idle systems, match-3 loops, survival structures, and risk-based progression models designed to validate retention and monetization assumptions early.

Rapid iteration Retention modeling Economy validation

Contact

Consulting, contract work, design leadership, and high-value collaboration.

DIRECT

me@bradking.me

For consulting, contract work, design leadership, or collaboration across combat systems, progression, live operations, and game economies.

If you need someone who can turn complex systems into shippable design, let's talk.

SCOPE

What I Take On

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