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Project detail

Fancade - Company

A professional game design and level design case study covering my work on Fancade worlds, level packs, level art, progression systems, vehicle rewards, and player-facing feature specs.

Level DesignGame DesignLive OpsProgressionArt
Role
Level Designer, Artist, Game Designer
Tools
Fancade, Level Design, Game Design Specs, Progression Design, Production Planning
Platform
Mobile / Fancade
Development time
2025 - 2026
Fancade - Company hero placeholder artwork

Links

Writeup

At Fancade, I contributed as a level designer, artist, and game designer, helping create worlds, level packs, and art for playable levels while also writing feature specs for larger progression and reward systems.

My level design work focused on building readable, playful challenges that could fit into Fancade's compact mobile format. I helped shape level packs and worlds so each set had a clear identity, a smooth difficulty curve, and enough variety to keep players moving from one challenge to the next.

On the art side, I supported the visual direction of levels by creating and preparing assets that made each pack feel distinct while staying clear and functional during gameplay. The goal was always to make the levels look fun without hurting readability.

I also worked on product and feature design for several player-facing systems. These included a season pass and rotating cup structure for longer-term retention, daily reward flows, unlockable car rewards, a trophy road progression system, redeem-code rewards, and a broader car unlock and upgrade structure for Drive Mad: Versus.

The specs covered both the player experience and the production details behind it: unlock conditions, reward timing, popup flows, shop and upgrade screen behavior, acceptance criteria, art notes, dev notes, and ways to keep the systems scalable for future content.

This work gave me practical experience designing not only levels, but the surrounding progression loops that make players want to come back. It combined hands-on content creation with systems thinking, live-ops planning, UX flow design, and close attention to how rewards feel inside a mobile game.

Screenshots