What Went Well
I arrived at the studio when the Apple Arcade contract had been signed, giving more budget to the studio and allowing me to work on the conception/production of a few features until the game's release.
Game Designer : 3C Design, Fast Prototyping, AI Design, Technical Design, Balancing, Wave Design
What Went Wrong
Since we implemented new features during the 4 months before the release, we didn’t have enough time to do in depth playtests on these mechanics. So the iterations on these were mainly done following the feedback from the team.
Miscellaneous : QA, Playtesting
What I learned
I learned a lot from the iteration process. We made sure that we conceptualized a lot of different features to pick the best options possible. Once integrated in the engine we made a lot of back and forth between the Game Design and Programming trades.