Harbor Chronicle

A systems-heavy design project combining branching event chains, resource tension, and character progression.

Year

2024

Roles

Game DesignerSystems Designer

One-liner

Narrative management sim balancing story arcs and player economy

Links

What I Did

  • Authored event design bible mapping narrative arcs to economy constraints.
  • Designed balancing spreadsheet and conversion rules for in-game simulation values.
  • Ran structured playtests and translated findings into design iteration priorities.

Case Studies

Economy Meets Narrative

Problem
Story events felt disconnected from player resource decisions.
Approach
Linked narrative triggers to economy thresholds and faction reputation states.
Impact
Created clearer cause-and-effect between player planning and story outcomes.