Case Study

Myths

Live multiplayer dungeon crawler, live ops, balance, and analytics.

Role
Senior Live Ops Designer
Team
~30
Dates
2025 to present
Platforms
PC · Mobile
Tech
Unity / Metaplay

Context

Myths is a multiplayer dungeon crawler / hack-and-slash ARPG by Spectarium. Aimed at mid-core mobile players. Design references: Diablo Immortal and Path of Exile. Team of around 30.

What I own

Live-ops planning and feature design, combat and economy balance, and the analytics work that drives both.

Multiplayer combat in a stone arena

Live ops planning

Revised FTUE

Redesigned the FTUE to introduce the features the team had been shipping over the previous months. Three threads of work:

  • Planned the main beats. Identified what should be introduced and when, what’s relevant to the player at each step of the first session, and what to hold back.
  • Defined the contextual tutorial tool. Specified what it triggers off, the shape of the prompts, and where each prompt sits in the FTUE thread.
  • Iterated toward 60% FTUE completion. That was the target tied to Day 1 retention. Repeat playtest cycles to get there.

Eternal Trials

A lightweight live-ops feature: existing Story Content repurposed as a daily re-energised challenge. Active once per day, drops high-level loot.

Constraint: no new content, no new code paths if avoidable. Eternal Trials wraps existing story stages with a daily timer and a loot table weighted to high-end rewards.

Balancing

Myths’ loot follows the typical ARPG framework: drops scale with player level, rarities run Common → Legendary, higher rarities carry more affixes, and affix ranges scale with level and rarity.

A high-impact ability lands in the middle of a fight

Loot rolls

Built balancing tools (with Claude) that wrote values directly back into Unity, a seamless loop between tuning numbers, sanity-checking math, and seeing changes in-engine. Used Claude for design rubber-ducking throughout.

Three things tuned through this loop:

  • Affix value ranges. What numbers each affix can roll, by level and rarity.
  • Affix counts per rarity. How many affixes a Common rolls vs. a Legendary.
  • Affix-to-item mapping. Which items can house which affixes.

Currency economy

Balanced supply and sinks across Gold, Gems, and Ticket currencies, tuning each toward an ideal session length for the cohort it’s intended for. Same Claude-built tooling and rubber-ducking loop.

Analytics & data-driven design

Telemetry & metric hooks

Outlined the events and metrics the game emits, what’s required to read player engagement, play patterns, and signalling.

Analytics dashboard

Built an analytics dashboard (with Claude) pulling from BigQuery via materialised tables. Pages cover:

  • FTUE funnels
  • Retention and Conversion
  • Gameplay engagement
  • Economy balancing

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