I was responsible for balancing almost every core system in the game
- Balanced the player, 24 enemy types, 10 mini-bosses, and 3 bosses
- Tuned procedural generation across seven difficulty levels
- Balanced 62 melee weapons, 64 ranged weapons, and 133 modifications
- Adjusted 56 implants, 140 augmentations, and 63 mutators to support varied rogue-lite builds
- Balanced over 140 meta-progression upgrades and the in-game economy
- Contributed to many other interconnected systems across multiple gameplay layers
The game relied heavily on Unreal Engine Data Tables for storing balance values, and manual editing proved time-consuming and inefficient. To address this, I migrated the majority of balancing work into structured Google Sheets and implemented a pipeline for exporting directly to CSVs compatible with Unreal’s Data Tables.