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
- 01Rough prototype
- 02Rules
- 03ATT / DEF / Stamina + abilities
- 04Power + deck balance + star bands
- 05Matchmaking + synthetic-opponent structure
- 06Pacing + repeated balancing
Key Decisions
Build around ATT / DEF / Stamina
Use ATT / DEF / Stamina as core system dimensions.
Define abilities and Power
Shape 14 abilities/effects and a Power formula into the rules system.
Balance decks through star bands
Use deck balance and 1–5 star bands to structure card strength.
Design matchmaking and population structure
Define matchmaking and synthetic-opponent population/profile structure.
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.