Dylan Victory

Dylan
Victory

Systems designer: progression, economy and balance

I design the numbers behind the fun: how players grow, what they earn, and why the next level feels worth it. I prototype in Unreal Engine 5 and prove my tuning with playtests.

Level 1 Level 50 XP
XP needed per level. Small curves like this decide whether a game feels generous or grindy.

Selected work

Each project is a case study: the problem, the numbers I tuned, what playtesters did, and what I changed because of it.

Case study arriving December 2026

Balance teardown of a shipped game's economy

Study piece · Spreadsheet model · UE5 recreation

How a live game paces its rewards, where the curve breaks, and the changes I'd ship.

Case study arriving March 2027

Original progression system in Unreal Engine 5

Anchor project · Solo · 10 weeks

A playable game built around one tunable system, iterated over three rounds of playtests.

About

I'm a game designer based in the Denver area. I care about systems that respect the player's time: rewards that feel earned, difficulty that ramps fairly, and economies that stay healthy months after launch.

I'm looking for junior systems, gameplay or economy design roles. If you're hiring, I'd love to talk.

  • Systems and economy designProgression curves, sources and sinks, reward pacing
  • Balance and mathSpreadsheet models, probability, expected value
  • PrototypingUnreal Engine 5, Blueprints, C++ with AI assistance
  • PlaytestingTest plans, recorded sessions, feedback-to-fix change logs