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Description:

Fantastreamer is a multiplayer card game based on Twitch live streaming performance of Italian streamers. Player can collect cards and use them in a draft of 5 and compete against other players to get more point and win tournaments.
It has only been a week since I started working for Playerself Lab.
Their goal was to transform the game from a simple fantasy football made with cards to a real trading card game based on strategy and competitiveness of the players. So I was chosen to implement new features and modify existing ones with the aim of increasing the retention and replayability of the product. 

For now, I have taken care of :

  • Balancing and tuning existing cards, testing their value in order to limit the "one man army" of the Italian streamer being at the top all the time. To do this I provided some "Nerf & Buff" that influence the gameplay and the drafting strategy.

Working process:

  1. First I took all the monthly base cards value from our Twitch algorithm.

  2. I started creating "Nerf & Buff" knowing that just some of them will be choosed after the testing results.

  3. Tested the "Nerf & Buff" that needed it. During this phase I tried to tune some value and change the single nerf or buff to get all the possbile result that may help me find the right solution.

  4. Analyzed the results to decide which feature could be used and which could be cut or used for future features I already had in mind.

  5. Write my conclusion to be as clear as possible about my vision with those who may not be from the design department.

Document:

  • Creating artifacts, boost, items and mini-game to change the core loop of the game 

Working process:

  1. First I found the best way to create new dynamics not devaluing the scoring of cards and consequently their rarity.

  2. I came up with the idea to create items that can be used to modify the multyplier of the score calulation

  3. Taking advantage of social mechanics and some nudges I used the physical characteristics of the cards (beard, hair, numbers of people) to create the effects of these artifacts

  4. Creating a dedicated flowchart explaining the economy reward for the mini-game artifact

  5. Balanced the multiplier considering every rarity that has its own basic multiplier

  • Implementing new IAP's and a new in-game shop features

Working process:

  1. Understanding competitors IAP logic and finding the best way to make the player feel "worth it to purhcase"

  2. Set a google sheet to explaing the logic of the "daily offer" refreshing every 24h finding over 3400 combination to be displayed to a user

  3. Setting the spawn rate of every item available and its prize

Work from AUGUST 2023 to MARCH 2024 COMING SOON !!!

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