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Tales Of Piracy

Associate Producer

5 Weeks

System Designer - UI/UX

8 person team

Summary

Tales of Piracy is a free-to-play base-building pirate game developed for Google Pixel 4 and Bluestacks using Unity

As Associate Producer for the Art Department and System Designer, I oversaw both the production pipeline and the game’s economic systems. Using the Waterfall methodology, we defined the project’s content in advance and implemented each part sequentially to ensure cohesion. 

My responsibilities included optimizing the art production pipeline, developing monetization strategies, and implementing player retention and engagement systems, all crucial to the game’s longevity within a Game-as-a-Service (GaaS) model.

Key Responsabilities

  • Project Management Using Waterfall
    Managed the production timeline with Waterfall, setting milestones and building components sequentially to support each phase of development.


  • Pipeline Optimization
    Streamlined the art pipeline by coordinating between artistic and technical teams, ensuring efficient production and consistent asset delivery.


  • Monetization and Economy Design
    Created and balanced the in-game economy, including currency generation, resource balancing, and monetization features like a gacha system with pity mechanics, using Machination.


  • Player Retention and Engagement
    Developed a comprehensive player retention plan, incorporating daily quests, time-gated events, and login bonuses to drive engagement.


  • Collaborative Production Meetings
    Organized regular check-ins to align team progress, manage expectations, and maintain transparency across departments.


  • System and Feature Design
    Defined and implemented systems for daily rewards, in-game shop, microtransactions, and other mechanics to support the GaaS model and enhance player progression.

Approach and process

Following the Waterfall methodology, we established a clear project scope and defined specific content requirements from the outset. This sequential approach allowed us to construct each game component in phases, ensuring that foundational elements were in place to support later stages. By structuring development this way, we maintained a logical flow and cohesive vision throughout production.

To boost team productivity, I optimized the art pipeline by coordinating closely with both artistic and technical teams, aligning asset production with planned milestones. Additionally, I used Machination to model the in-game economy, ensuring a balanced progression system that included gacha mechanics to enhance player retention and spending. Regular team meetings kept everyone updated on progress, facilitating proactive communication and alignment across different departments.

Mindset & values

  • Structured Development and Clarity: Ensured a clear and structured production process, with each phase defined and aligned with project goals.

  • Ownership and Responsibility: Empowered each team member to take full responsibility for their roles, promoting accountability with defined objectives.

  • Player-Centric Design: Prioritized player engagement and satisfaction, crafting monetization and retention systems that respected player experience while supporting game longevity.

Maintaining a structured and organized environment was essential for this project’s success. By adhering to a disciplined approach with defined roles and responsibilities, we created a cohesive game experience that aligned with both our production goals and the GaaS model. Regular feedback and transparency were central to keeping everyone motivated and on track as we tackled complex system and feature implementations.

Outcome

Tales of Piracy was a valuable learning experience that honed my skills in production pipeline optimization, economic design, and team coordination. This project reinforced the importance of structured methodologies like Waterfall for maintaining project coherence, especially in a GaaS context. The role highlighted my ability to balance technical, creative, and managerial responsibilities, preparing me for future challenges in game production.

ROADMAP

  • Established project goals, outlined core gameplay elements, and defined the initial content roadmap.

Conceptualization and Scope Definition

1

  • mplemented gacha and in-game economy systems, iteratively balancing them for retention and engagement.

Monetization and Economy Balancing

3

Sequential Development and Asset Production

  • Built the foundation of the game’s core mechanics, followed by asset creation and implementation.

2

Final Optimization and Testing

  • Polished gameplay, optimized in-game features, and completed testing for a smooth player experience.

4

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