Creating experiences with numbers
Maciej Binkowski is publishing director at Artifex Mundi, previously a lead game designer at Techland, Polish video game developer known for the best-selling open world games: Dead Island and Dying Light. During his seven years at the company, he drove design and implementation of a number of crucial in-game elements such as player development, combat mechanics and loot systems. He was also responsible for balancing the games, as well as building a number of debug and balancing tools. Maciej also worked as a programmer and later as a development manager at Nokia Siemens Networks, a multinational data and telecommunications equipment company. Over the course of three years he helped build a new software platform, and successfully delivered customized projects for major mobile companies in located in Europe, Asia and Middle-East.
Balancing a game is like editing a movie. Just like movie editor takes shots and carefully arranges them to craft particular story, a game designer can arrange numbers to craft desired experience. How to balance a game? How to create an experience with numbers? What to do when you get stuck? I’d like to share with you my approach, successes and failures with balancing games, based on what I’ve learned working on Dead Island and Dying Light.