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Hellfire Hair

Development Info

Role: Principal Designer, Artist

Company: MassDigi

Duration: May 2022 - Aug 2022

Tools used: Unity, PlasticSCM, Excel, Clip Studio Paint

Team size: 8

Game Info

Genre: Card Battler, Roguelike

Platform: iOS, Android

Project Status: Launched

Links

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Game Description

Hellfire Hair is a roguelike card battler similar to Slay the Spire where you play as a hairdresser from hell, battling the hair of the devil's repressed servants to give them makeovers with the help of summons and unique touch screen mechanics.

What I did

  • Worked in a modified kanban system with weekly sprints builds 2x per week

  • Helped to bring the project from initial concepting/pre-production through launch

  • Continued to work on live support for the game after launch, making design decisions based on data analytics

  • Created, iterated, and balanced cards, summons, and enemies

  • Maintained spreadsheets and documentation of all design elements  

  • Participated in the concepting and iteration of the art style and individual character designs

  • Communicated with artists and programmer throughout the project on how to best achieve the intended experience within an 11 week time frame

  • Participated in a "switch week" with another game's team

    • Prepared clear and concise documentation for the other team to seamlessly work on our game​

    • Worked on another team's game midway through production

What I learned

  • Designing/balancing systems with fans of the genre in mind, rather than a wider range of players, will attract more dedicated longtime players

  • The value of making a mobile with the goal of getting players to D7

  • How to design a game in an efficient/modular manner to reduce the asset workload

  • The importance of keeping my design timeline ahead of the artists and programmers to avoid bottlenecks

  • How to make design decisions based off of data analytics

Work Screenshots

Design Flow Chart

Cards spreadsheet

Summon buff/nerf spreadsheet

Enemy values spreadsheet
(in production)

Enemy values spreadsheet
(during live ops)

Paper prototype playtesting notes (page 1)

Card Art Assets

"Twins" Boss Concept Art

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