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:
This 6-month internship deepened my expertise in deck-builders and offered firsthand insight into Germany's indie dev culture.
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:
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
We replaced basic random loot drops with three specialized algorithms controlling:
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
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
Game Design, Unity