• Responsible for designing additional character content and functionality, game mechanics, mini-games, decorative content, events, sale systems • Maintained GDD, created update documents, feature specs, wireframes • Balanced all new content, including the launch of the island which granted players a completely new area to farm in and decorate • Designed supplementary functions to extend gameplay as part of update roadmap • Designed targeted sale system based on user spending patterns • Designed double XP event system with hooks to farming mechanics which increased the frequency of speed-up actions by 25% when active • Created analytics strategy including all events and parameters to be sent resulting in tutorial completion rate improvement of 15%
The island expansion to Smurfs' Village enabled players to travel to a new location for the first time in the game. This new expansion featured a completely unique set of decorative items, as well as new game mechanics, such as new palm tree crops which took longer to grow but had incredibly large payouts, the ability to send Smurfs on raft voyages - enabling players to collect special items used to customize their village, and long term engagement events via messages in bottles that washed ashore with a set of 4 tasks to complete to earn a special item, including rare totem pole pieces that could be combined to create a rain summoning totem pole.
To build anticipation for the island unlock, players were taken through a series of quests featuring Dreamy Smurf. Upon completion, players unlock Dreamy's boat, allowing them to view a short animated sequence to reach the island.
Handy Smurf was given the ability to create hut customizations for the basic Smurf huts that players would constantly build to spawn new workers. These customizations utilized a new set of currencies, obtained via core game mechanics, such as collecting from Miner or Timber's hut, or by sending Smurfs on raft voyages. Due to the scale of huts, and the costs associated with these customizations, players were incentivized to purchase resource bundles to customize their village. Additionally, certain customizations were locked via blueprints. Players could obtain these blueprints via general game mechanics, called out in the customization view, or purchase the blueprints outright.
The Harmony Smurf mini game tasks players with tapping the screen in rhythm with the notes flowing out of Harmony's trumpet to make them sound good. Players have access to a variety of songs, which increase in difficulty. Completing the songs causes them to unlock as audio tracks in the village.
Tracker Smurf events allow players to earn bonus XP while the event is active, driving additional retention. His checklists task players with completing game goals to improve the XP multiplier, creating monetization opportunities related to the core farming loop.
By using the message in a bottle system, players could earn cogs that were used to piece Clockwork Smurf back together. Players could additionally send each other cog fragments, allowing them to rebuild Clockwork via social gifting mechanics. Collecting all the required cogs unlocked the character on the island.
The Sporty Smurf mini-game played off of the World Cup fever that was about to hit, allowing players to perform small timing based actions to perform headers, passes, and kicks. After performing an action, the next action would be randomly assigned, creating a quick action mini-game that played like a focused Wario Ware microgame.
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Smurfs' Village

A Smurfs’ branded city builder that utilizes farming mechanics for game progression, allowing players to turn a simple village into a sprawling paradise that spans multiple regions

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Paul Nunes
Game Designer Toronto, Canada