Games

FBA / Organya

Rough card-game prototype → repeated systems design and balancing.

Context

The work developed a rough card-game prototype through repeated systems design and balancing across rules, player stats, abilities/effects, Power, deck structure, matchmaking, pacing and synthetic-opponent population/profile structure.

My Role

Owned

  • Evolved rules
  • ATT / DEF / Stamina
  • 14 abilities/effects
  • Power formula
  • Deck balance
  • 1–5 star bands
  • Matchmaking design
  • Pacing ~8–12 minutes
  • Balancing
  • Synthetic-opponent population/profile structure

Implemented by others

  • In-game AI decision heuristics
  • Implementation

The Problem

Turn a rough card-game prototype into a coherent game system that could be repeatedly balanced across rules, stats, abilities, decks, matchmaking and pacing.

Constraints

  • Rules, player stats, abilities, deck balance, matchmaking and pacing were interdependent.
  • Target pacing was ~8–12 minutes.
  • In-game AI decision heuristics and implementation were developer-owned.

System Map

Reconstructed explanatory map

  1. 01Rough prototype
  2. 02Rules
  3. 03ATT / DEF / Stamina + abilities
  4. 04Power + deck balance + star bands
  5. 05Matchmaking + synthetic-opponent structure
  6. 06Pacing + repeated balancing

Key Decisions

  1. Build around ATT / DEF / Stamina

    Use ATT / DEF / Stamina as core system dimensions.

  2. Define abilities and Power

    Shape 14 abilities/effects and a Power formula into the rules system.

  3. Balance decks through star bands

    Use deck balance and 1–5 star bands to structure card strength.

  4. Design matchmaking and population structure

    Define matchmaking and synthetic-opponent population/profile structure.

  5. Tune pacing through repeated balancing

    Balance toward ~8–12 minute pacing.

Inside the Work

  • Evolved rules
  • ATT / DEF / Stamina
  • 14 abilities/effects
  • Power formula
  • Deck balance
  • 1–5 star bands
  • Matchmaking design
  • Pacing ~8–12 minutes
  • Balancing
  • Synthetic-opponent population/profile structure

Before → Learning → After

Before
Rough card-game prototype.
Learning
Rules, stats, abilities, deck balance, matchmaking and pacing had to be balanced as one connected system.
After
Repeated systems design and balancing.

What Shipped

An evolved card-game system spanning rules, ATT / DEF / Stamina, abilities/effects, Power, deck balance, 1–5 star bands, matchmaking, pacing and synthetic-opponent population/profile structure.

Outcomes

Fact
  • 14 abilities/effects.
  • 1–5 star bands.
  • Pacing ~8–12 minutes.
  • AFCON: over 75,000.
  • Rough card-game prototype → repeated systems design and balancing.
Interpretation
Good product ≠ good business economics ≠ sustainable company.

Provenance

  • Public facts are limited to the approved portfolio design spec and this case-study packet.
  • José's systems ownership is separated from developer-owned in-game AI decision heuristics and implementation.
  • AFCON is stated only as over 75,000; no unsupported unit or more specific count is added.
  • The system map is a reconstructed explanatory visual; raw FBA / Organya source assets are not published in this phase.