PAR FOR THE DUNGEON

“One of the best mini-golf games you will ever play”

-Pocket Gamer

Par for the Dungeon, Sleeping Giant’s second free-to-play project, was built around an engaging concept: what if a mini-golf hole only unlocked once all enemies were defeated? This unique blend of mechanics offered a fresh twist on a familiar genre, driving both challenge and excitement for players. Par for the Dungeon was released on the Apple App Store and Google Play store.

As the lead designer on this year-long project, I guided the team’s priorities, from defining level metrics and design methodologies to ensuring that gameplay progression enhanced player retention. Additionally focused on the UX as it related to onboarding strategies, enhancing user retention.

My role also included analyzing key performance indicators, using data to refine strategies for both engagement and monetization, resulting in a cohesive and well-balanced player experience.

Responsibilities

  • Designed and guided team’s priorities on core gameplay mechanics and game loop.

  • Designed 50+ levels utilizing unique puzzle mechanics and enemies, across 4 worlds.

  • Developed methodologies to ensure gameplay progression enhanced player retention.

  • Analyzed key performance indicators, using data to refine strategies for both engagement and monetization.

  • Pitched and developed marketing materials for publishers and other interested parties.

  • Developed audio asset list for audio contractors, managing production, and implementation of assets into engine.

  • Built an organic audience during production via a series of studio DevLogs. I filmed, edited, and recorded the audio for each video.

Learnings

  • How to effectively communicate my vision for game mechanics and development tools to our tech team, ensuring alignment and reducing the need for reworking technical implementations

  • Learned to establish level metrics and review process with artists early to ensure quicker level production turnaround times.

  • Designing puzzles is a delicate art. While it’s simple to create something difficult, crafting puzzles that are both challenging and fair requires a lot of learning and iteration.

GAME SNAPSHOT -

GAME SNAPSHOT -

DevLog series on Par for the Dungeon I filmed, edited and released was nominated for best DevLog series.

Early greybox level design tests. Establishing UI standards, use of coins to help inform puzzle solution, and determining overall level metrics.

Final released product on Apple App Store and Google Play Store.

Par for the Dungeon breaking into the top 10 Adventure games on the Apple App Store.