Scopely PLayables
When deciding what kind of experience Scopely’s Star Trek game should be, it seemed clear it should be an atypical one. Vouching for a more RTS style game, I knew that would allow me to create an ambitious experience. With users being served the same playables often, I wanted this one to be different and challenging every time they saw it. Thus my key focus was on randomness, difficulty, and level design.
Key COntributions
Created a series of custom settings allowing the client more flexibility when designing levels
Designed an AI that can determine which bases to invade/attack based on the difficulty set
Added some randomness to the initial starting phase allowing for more unique experiences with every refresh
Implemented a variety of base states that all have different characteristics (allied, occupied, empty, attacking)
Collaborated on the design process for this atypical experience.
Converted this playable into a template that any client could use to make an RTS style playable
Later led development on another Scopely game Yahtzee