

Overview
Platform: Tools Used: Duration: Team Size: Role: |
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.