Crownbreakers

About the Project

Crownbreakers is a fast-paced card game that combines turn-based tactics with deck-building mechanics. You can currently wishlist the game on Steam

My core responsibilities as a Game Design Intern on the project:

  • Conceptualizing & refining core mechanics to enhance strategic depth and pacing
  • Designing game content (cards, characters, items) that aligns with the game's core philosophy
  • Balancing Systems through playtesting to ensure tight and satisfying gameplay
  • Analyzing external playtest data to inform design decisions and improvements

This 6-month internship deepened my expertise in deck-builders and offered firsthand insight into Germany's indie dev culture.

Official Announcement Trailer for Crownbreakers

Game Content

One of my first challenges was to craft a beginner-friendly class that maintained unique synergies and identity while serving as the game's welcoming introduction. I approached this by establishing a foundation of intuitive core mechanics, ensuring new players could easily grasp fundamental strategies. The class's initial card pool focused on clear, straightforward effects that demonstrated core gameplay concepts without overwhelming complexity.

As players advance and clear more runs, they unlock more cards that creatively recontextualize those early basic abilities. The result was a class that serves as both the perfect onboarding experience and a viable option for experienced players.

The development for game content followed an iterative, player-focused cycle:

  • Generating ideas through brainstorming and cross-disciplinary inspiration
  • Selecting concepts with the strongest gameplay synergies for prototyping
  • Script polished versions of prototypes
  • Gathering and analyzing player feedback to inform the next iteration
  • Adjusting content based on playtest data

brainstorming cards that reinforce the class’s identity

checking synergies between cards and items

early paper prototyping for easy balancing

one of many playtesting sessions @ A MAZE. 2024

Loot Systems

We replaced basic random loot drops with three specialized algorithms controlling:

  • Spawn timing of treasures
  • Base rarity of each treasure
  • Content rarity distribution within treasures

To ensure robust loot mechanics, we developed spreadsheet simulations. These dynamic models provided immediate visual feedback on probability distributions and helped us with determining which systems work and where the strengths and weaknesses lie.

This approach granted us the flexibility to refine parameters and validate balanced reward curves, before committing to technical implementation.

Simulation-Sheet for rarity distribution within treasures

Scripting and Implementation

Beyond design and playtesting, I was also responsible for the implementation of cards and items by scripting functional logic in Unity using Scriptable Objects. This hands-on process ensured that every effect works as intended and allowed me to create a fluid workflow where improvements could be tested and deployed instantly.

managing card databases for implementation and overview

scripting effects with help of custom functions