UNANNOUNCED MOBILE PROJECT

GENRE SPECIFICATIONS

ROLE : Game Design
TAGS : Casual-Competitive            
VIEW : 2D                            
PLATFORM : Mobile               
DURATION : 3 Months
CALENDER : 2017 June – August

PROJECT DESCRIPTION

A mid-core casual-competitive game that was developed from a small team into a mini-scale production during my internship at EA.

The NDA of the project is still in effect, but we gained permission to showcase and speak about the game’s information on a macro scale as represented below.

MY RESPONSIBILITIES​

  • High-level concept and feature planning.
  • PvP design to cater to both casual and competitive audiences.
  • Character design, ability design, and game balance.
  • Crafting and delivering a project pitch to management for greenlight.

WHAT MAKES MY EXPERIENCE UNIQUE?

  • Made by interns.
  • Unique casual-competitive concept.
  • In production for release.

PROJECT SCREENSHOTS

MY EXPERIENCE

Market Research, Game Analysis, Game Conception, PvP Design, Character Design, Game Balance, Rapid Prototyping

At the time, our team had limited experience in mobile game design, so we conducted extensive market research across a wide range of genres to build a strong foundation.

Within the first month alone, I analyzed roughly 35 mobile titles across genres including:
casino, 4X, RTS, CCG, MOBA, strategy, simulation, RPG, casual, adventure, action, puzzle, shooter, fighting, and racing.

My research focused on understanding both the player experience and the business realities behind successful mobile games.

Key areas of analysis included:

  • Business models and monetization strategies.
  • Retention systems and progression loops.
  • Player demographics and market positioning.
  • Live operations, events, and reward structures.
  • Competitive features, metagame systems, and social mechanics.
  • Advertisements, notifications, and acquisition strategies.

Beyond documentation, the goal was to understand how mobile constraints fundamentally shape gameplay systems, pacing, usability, and long-term engagement.

Following the research phase, we transitioned into rapid prototyping for the studio’s next major title.

Over the next couple of months, I contributed to:

  • Defined gameplay pillars.
  • Market positioning research.
  • Character and ability design.
  • Gameplay balancing.
  • Prototype implementation and iteration.

The prototypes were eventually presented to studio leadership and later expanded into further development.

TOOLS

  • Excel
  • App Annie
  • Word
  • PowerPoint
  • Photoshop
  • Custom Engine
  • Slack
  • Outlook

REFERENCES

In case you want feedback about my work, feel free to contact:

  • Anup Yadav, senior game design mentor assigned for my internship (anupyadavk@gmail.com).
  • Abhishek Koturaju, a product owner / producer managing my dependencies (akaturoju@ea.com).

PERSONAL COMMENTS

  • Delivered a successful concept pitch to greenlight the project.
  • Gained valuable experience on building a title from ground up in a professional environment.
  • The prototype was highly polished.

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