Overview

Platform:
IOS, Android

Tools Used:
Machinations, Excel, Custom Level Editors & Tools

Duration:
1 month

Team Size:
10+

Role:
Game Designer

Raid Rush: Tower Defense TD is a mobile tower defense game with a roguelite twist, where players defend their fortress against waves of enemies by building, upgrading, and rearranging towers through randomized in-battle choices. Each run offers unique layouts thanks to procedurally generated maps and dynamic card selections, blending classic tower defense with survival gameplay, hero combat, and meta-progression.

As a Senior Game Designer, my role during the prototype phase covered multiple pillars of the project:

  • Core Systems Design → Designed and balanced survival wave mechanics, tower placement and upgrade systems, fortress health management, and experience-driven card selection flow.

  • Roguelite & Randomization Design → Defined the card-based upgrade and map randomization systems, ensuring replayability and emergent strategies across playthroughs.

  • Combat Design → Designed hero abilities, player skills, and how they integrate into automated and active combat systems during survival battles

  • Onboarding & FTUE Design → Helped craft the early player experience, guiding new users through tutorials.
  • Cross-Disciplinary Collaboration → Worked closely with product, art, engineering, and UI/UX teams to align gameplay systems with visual design and technical feasibility.

Throughout the prototype phase, I focused on creating systems that offered both depth and unpredictability — ensuring each run felt fresh and rewarding, while laying the groundwork for long-term progression, competitive modes, and monetization systems before transitioning to my next project.

Detailed Info

I contributed as a Game Designer during the early prototype phase of Raid Rush: Tower Defense TD, helping shape its core gameplay loop, combat system, and player progression before handing it off to other game designers.

Core Gameplay Design

  • Helped define the tower defense + survival hybrid loop, where players build, upgrade, and reposition towers through randomized in-battle choices.

  • Contributed to early balancing of survival wave pacing, boss encounters, and player fortress durability.

  • Designed early hero and player skill interactions, defining how auto-attacking and player-triggered abilities work together.

Randomized Systems & Replayability

  • Worked on the randomized card-selection system, ensuring each playthrough feels unique with tower placement, upgrades, road-building, and expansion choices.

  • Helped prototype the map randomization logic to guarantee variety and emergent strategies across runs.

Progression & Meta Systems

  • Contributed to the design tower upgrades, and player skill progression, ensuring a rewarding long-term upgrade path.

  • Helped shape the talent tree system, providing meaningful permanent upgrades tied to player level.