
Dungeons Of Souls
Dungeons of Souls - A fast-paced roguelike dungeon crawler featuring engaging combat mechanics, endless challenges, and unique gameplay systems to test your skills and strategy.

My Role
My Role
Gameplay Programmer
Designed and implemented enemy AI to enhance combat dynamics and player challenges.
Worked on gameplay data analysis by exporting JSON files to support game balancing.
Aligned core systems with LiveOps tools for dynamic content updates and event management.
Implemented meta-games, challenges, and mood systems to increase player engagement and retention.
Gameplay Programmer
Designed and implemented enemy AI to enhance combat dynamics and player challenges.
Worked on gameplay data analysis by exporting JSON files to support game balancing.
Aligned core systems with LiveOps tools for dynamic content updates and event management.
Implemented meta-games, challenges, and mood systems to increase player engagement and retention.
My Role
Gameplay Programmer
Designed and implemented enemy AI to enhance combat dynamics and player challenges.
Worked on gameplay data analysis by exporting JSON files to support game balancing.
Aligned core systems with LiveOps tools for dynamic content updates and event management.
Implemented meta-games, challenges, and mood systems to increase player engagement and retention.
Enemies AI
Enemies AI
Leveraged Tafra Games' custom AI tool—a hybrid of Behavior Tree and State Machine visualized with Graph Nodes—to streamline enemy AI development. Created new Action Nodes to efficiently build enemies based on game design concepts.
Leveraged Tafra Games' custom AI tool—a hybrid of Behavior Tree and State Machine visualized with Graph Nodes—to streamline enemy AI development. Created new Action Nodes to efficiently build enemies based on game design concepts.
Enemies AI
Leveraged Tafra Games' custom AI tool—a hybrid of Behavior Tree and State Machine visualized with Graph Nodes—to streamline enemy AI development. Created new Action Nodes to efficiently build enemies based on game design concepts.

Electric Warden
A powerful ranged wizard that commands electricity, firing orbs that follow the player. This enemy creates an electrifying threat that keeps players on their toes.

Boomer
Ground creature with medium health and speed, attacks with spikes. When killed, it spawns 3 worms targeting the player.

Realm Guardian
Slow ground creature with high health, capable of opening a portal to spawn two Crawlers. It doesn’t attack and has very low movement speed

Wasp
A fast-flying creature that shoots explosive wasps from its abdomen in swarms. It has a powerful projectile attack but low health and defense.
Gameplay Data Analysis
Gameplay Data Analysis
Performed gameplay data analysis by exporting JSON files to support game balancing, utilizing detailed data for adjusting mechanics and ensuring optimal player experience
Performed gameplay data analysis by exporting JSON files to support game balancing, utilizing detailed data for adjusting mechanics and ensuring optimal player experience
Gameplay Data Analysis
Performed gameplay data analysis by exporting JSON files to support game balancing, utilizing detailed data for adjusting mechanics and ensuring optimal player experience
This table presents critical gameplay data, including average DPS, interval counts, room duration, and damage dealt.
Using these metrics, the wasted time in each room was calculated, highlighting inefficiencies where players spent time without killing enemies.
The red-highlighted areas indicate rooms that require redesign, as they exhibit a significant percentage of wasted time from the room duration.
These findings help identify problematic rooms, ensuring better pacing and improved player engagement.
This table presents critical gameplay data, including average DPS, interval counts, room duration, and damage dealt.
Using these metrics, the wasted time in each room was calculated, highlighting inefficiencies where players spent time without killing enemies.
The red-highlighted areas indicate rooms that require redesign, as they exhibit a significant percentage of wasted time from the room duration.
These findings help identify problematic rooms, ensuring better pacing and improved player engagement.
Live Ops
Live Ops
Live Ops Management for Dungeons of Souls Using Balancy Provided by Lion Studios
Live Ops Management for Dungeons of Souls Using Balancy Provided by Lion Studios
Live Ops
Live Ops Management for Dungeons of Souls Using Balancy Provided by Lion Studios
Chained Offers
Customizable Items: Offers can include various items tailored to player progression or needs.
Flexible Purchase Options: Supports multiple ways of purchase, such as in-game currency, real money, or other resources.
Art Themes: Offers can adopt different visual themes to match the game's style or seasonal events and easily changeable from Balancy Dashboard.
Layout Styles: Includes diverse layouts, such as chained (sequentially unlocking offers), sequential (progressive offers), and single (standalone offers).

Chained Offers
Customizable Items: Offers can include various items tailored to player progression or needs.
Flexible Purchase Options: Supports multiple ways of purchase, such as in-game currency, real money, or other resources.
Art Themes: Offers can adopt different visual themes to match the game's style or seasonal events and easily changeable from Balancy Dashboard.
Layout Styles: Includes diverse layouts, such as chained (sequentially unlocking offers), sequential (progressive offers), and single (standalone offers).

Meta Games
Meta Games
Designed and implemented engaging meta-game systems, including challenges and unique game modes, to enhance player retention and engagement. These meta-games provided additional objectives, rewards, and variety, ensuring long-term player motivation and replayability.
Designed and implemented engaging meta-game systems, including challenges and unique game modes, to enhance player retention and engagement. These meta-games provided additional objectives, rewards, and variety, ensuring long-term player motivation and replayability.
Meta Games
Designed and implemented engaging meta-game systems, including challenges and unique game modes, to enhance player retention and engagement. These meta-games provided additional objectives, rewards, and variety, ensuring long-term player motivation and replayability.
Survival Time-Based Challenge Mode
A time-based room is a type of survival challenge room where the player must endure and survive for a specified duration, facing continuous enemies and increasing difficulty over time.
And to support balancing and game design decisions, I exported JSON file recording all the game events along the run

Survival Time-Based Challenge Mode
A time-based room is a type of survival challenge room where the player must endure and survive for a specified duration, facing continuous enemies and increasing difficulty over time.
And to support balancing and game design decisions, I exported JSON file recording all the game events along the run

Daily Challenge Mode
Dynamic system featuring a room with multiple challenges, each treated as a quest with completion percentages contributing to the overall room progress.
Enemy difficulty and XP rewards scale dynamically based on progress. The system reuses the logic from the Survival Time-Based Challenge, adding mid-bosses and a final boss to create a structured progression.

Daily Challenge Mode
Dynamic system featuring a room with multiple challenges, each treated as a quest with completion percentages contributing to the overall room progress.
Enemy difficulty and XP rewards scale dynamically based on progress. The system reuses the logic from the Survival Time-Based Challenge, adding mid-bosses and a final boss to create a structured progression.

© 2024 Tafra Games. All rights reserved. The work showcased was developed as part of my contributions to Tafra Games. Content is used with permission for portfolio purposes only.