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Project 03 · Game

Farm RPG

Open-world farming and life sim, validated with 50,000 beta players.

  • Simulator
  • Open World
  • Progression
  • Games
Genre:
Farming & Life Simulator
Scope:
Progression Design · UI/UX · Onboarding · Retention
Development Time:
Long-running project
Team Size:
6
Tools:
Unity (C#) · Figma · Miro

PlaceholderFarm RPG — key art16:10

Project Resume

Project resume

01

Overview

Progression is layered on different clocks. Something finishes within a session, something finishes overnight, and something takes a week. A player who has ten minutes gets a complete loop; a player who has an hour gets a project. The interface exists to answer one question fast: what is ready right now.

  • Platform Mobile · PC
  • Team Size 6
  • Duration Long-running project
  • Engine Unity

My Role

Game Designer & UI/UX Designer

  • Progression
  • Onboarding
  • Retention
  • UI/UX
  • Systems
Full responsibilities
Read chapter 01
02

Problem 1

PlaceholderProblem 116:10

A large share of new players left during the first session.

  • First-session completion improved once the tutorial stopped explaining everything
  • Players who finished one full loop were measurably more likely to return
Read chapter 02
03

Problem 2

PlaceholderProblem 216:10

Players stalled at a predictable point in the mid game.

  • Mid-game drop-off shifted once pacing followed observed session length
  • Content decisions started being argued with data instead of taste
Read chapter 03

Media

The work, up close

Project gallery · 2

PlaceholderFarm RPG — key art16:10

Farm RPG — key art

Open-world farming and life sim.

Roles

Roles & Responsibilities

What I did

  • Designed progression systems for an open-ended game with no ending
  • Designed the onboarding path and cut it down against measured drop-off
  • Designed HUD, inventory and navigation interfaces, and implemented them in Unity
  • Read retention and session data back into content pacing
  • Balanced content scope against performance on low-end mobile devices

Full Case Study

4 chapters

Overview

Design Brief

Design Problem

A farming sim has no fail state and no finish line, which means nothing forces a player to come back. The design problem was to give an open-ended game a reason to be opened tomorrow, without turning it into a chore list.

Constraints

  • Open world, no ending, no failure
  • Mobile-first performance budget
  • A beta audience of tens of thousands, most of them new to the genre
  • Retention had to be earned by design, not by notifications

Overview

Design Solution

Progression is layered on different clocks. Something finishes within a session, something finishes overnight, and something takes a week. A player who has ten minutes gets a complete loop; a player who has an hour gets a project. The interface exists to answer one question fast: what is ready right now.

Key Design Choices

  • Overlapping progression clocks instead of one daily reset
  • Every session ends with something visibly closer to done
  • The HUD answers "what now?" before it shows anything else
  • Onboarding teaches one loop completely rather than five loops partially

PlaceholderProgression UI4:3

Problem 1

Problem

Onboarding at Scale

Problem

A large share of new players left during the first session.

Cause

Onboarding introduced every system up front, so nothing was completed before the player had to absorb the next thing.

Solution

Cut onboarding down to a single loop taken all the way to a reward, and deferred everything else to the moment it became relevant. The player leaves the first session having finished something.

Result

  • First-session completion improved once the tutorial stopped explaining everything
  • Players who finished one full loop were measurably more likely to return

Problem 2

Problem

Content Pacing Against Real Data

Problem

Players stalled at a predictable point in the mid game.

Cause

Content was paced against an assumed session length that the data did not support.

Solution

Re-paced the progression around the session lengths players actually had, and made long projects resumable rather than restartable.

Result

  • Mid-game drop-off shifted once pacing followed observed session length
  • Content decisions started being argued with data instead of taste

Results & Learnings

Learnings

Takeaways

Fifty thousand players is a different job from a playtest. At that scale you stop debating whether a decision is good and start reading whether it worked, and the two answers are not always the same.

Retention in a game with no fail state is entirely a pacing problem. Nothing in this project was fixed by adding content — the fixes were all about when content became available and whether a session could be finished.

“Games are a way to turn ideas into feelings.”— Unir Reis

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Summoned Guardians