Puzzles & Passports
Puzzles & Passport Design
Puzzles & Passports is a casual match-3 puzzle game for mobile platforms. With a charming travel theme, it tasks players with exploring famous cities from around the world while completing levels.
I worked on this project from July 2021 to February 2022.
My Responsibilities
Designed hundreds of new puzzles, taking them from paper designs to shipped levels
Composed levels for a wide variety of player types and skill levels
Iterated levels based on playtesting with team members and feedback from the game's community
Balanced levels using live player data to hit key metric benchmarks
Concepted new limited-time events and mechanics to improve the game's travel theme
Level Design Philosophy
Levels are created as part of a comprehensive progression plan, pacing out puzzle mechanics and increases in challenge, strategy, and difficulty
Level balancing draws on a mixture of live user data and qualitative feedback to deliver adjustments that improve performance
As often as possible, levels should delight players through clever layouts and interesting mechanic interactions
Variety is essential to the game's long-term health. Levels use flow, pacing, layout, and puzzle mechanics to deliver a wide array of experiences
Gallery
Events Design Philosophy
Events should encourage player interaction with larger game systems through compelling small-scale loops
Events need to be intuitive and accessible, enhancing the player's experience with as little friction as possible
Events should use a variety of reward structures, timing, and duration to excite players of all types
Events need to match the light-hearted and cheery nature of the game
Event Example: Explorer's League
Event Goals
Fuel engagement and continue the travel theme for advanced players who had unlocked all cities
Create competition between dedicated players, driving engagement
Add variety by incentivizing players to play levels in a new city each event period
Event Details
Each event period, players are given a random selection of 10 levels to complete in a city.
When players complete all 10 levels, they are given a new batch of 10 levels in the same city. This is to disincentivize replaying the same level repeatedly.
Completing these levels awards event points
Players are segmented into groups and ranked on a leaderboard by their event score
At the end of the event, players receive rewards based on their position on the leaderboard.
The next instance of the event features a new city.