+382-68-541-158 · Sashadetush@gmail.com · LinkedIn · Resume
Project: Warspear Online ↗ · Google Play ↗ · App Store ↗
Lead Game Designer with 6 years of experience on Warspear Online, where I own class design, endgame systems, talent progression, and live balance across a 20-class roster. My work sits at the intersection of combat systems, long-term progression, and player economy — in a game where players invest heavily and design decisions carry real weight.
I lead a small design team of 3 while staying hands-on with systems design, encounter design, and feature delivery. My background also includes shipping new playable classes, rebuilding the talent system, and designing seasonal content, which gives me a strong mix of leadership, live-service thinking, and hands-on design execution.
Warspear Online is a cross-platform live-service MMORPG that has been running for over 15 years, making it one of the earliest mobile MMOs with a long-term active player base.
The game features:
Lead Game Designer on Warspear Online with 6+ years in live MMORPG development. I lead systems design across class ecosystems, endgame content, and long-term progression in a game where balance changes directly affect player investment.
I designed and shipped four new playable classes for Warspear Online. Each class was built to fill a missing archetype, open new itemization paths, and create new reasons for both new and existing players to invest in additional characters.
In a progression-heavy game, new classes directly affect the economy and player trust — new gear demand must coexist with the long-term value players have already built.
I designed the Competitive Guild Raids system as a core endgame pillar for high-level guilds. The goal was to create a repeatable PvE structure that also functions as a long-term competitive system with strong seasonal momentum.
Owned the design of the raid system, including all encounters, difficulty scaling, and reward structure. Another designer handled raid scheduling and entry UI.
I rebuilt the talent system to establish a core long-term progression layer and enable meaningful build diversity. The goal was to move beyond obvious optimal builds and create a system that connects multiple gameplay loops.
The new structure introduced real differentiation, tied progression to multiple daily activities, and unified systems such as events, battle pass, and guild content under a shared progression framework.
Non-Combat Guilds are daily progression systems that extend buildcrafting through guild talent trees. Each guild has its own activity loop and thematic identity, but all follow the same principle: daily caps create regular return reasons, and guild talents add long-term character value that connects to class builds.
In Warspear Online, balance is not only a gameplay problem — it is a trust problem. Players invest heavily into characters over time, so major changes can feel like lost value. My goal is to keep the meta evolving without making players feel punished for past investment.
I designed Catacombs as a timed group PvPvE dungeon built around extraction-style reward logic. The goal was to introduce a session-based risk-reward system into a classic MMORPG structure.
Players earn loot through PvE objectives, but that loot is not safe — dying drops part of it for others to claim. To secure rewards, players must successfully extract before the timer ends.
The mode combines PvE progression, PvP pressure, and risk management into a single session loop.
This section focuses on design decisions, development challenges, and why specific choices mattered in practice.
The Summary section above is meant for a fast read. The blocks below are for deeper exploration of class design, endgame systems, long-term progression, and the supporting gameplay loops behind them.
I designed these four classes to fill missing archetypes, expand itemization paths, and create new long-term character choices.
In the deep dives below, I focus on design intent, key decisions and trade-offs, the hardest development problems, and the impact on player behaviour, economy, and role coverage.
Templar was designed to close a missing control gap for the Sentinels. The concept was a monk-knight hybrid that supports allies and controls enemies. The main goal was to help Sentinels catch up with Legion in control tools while creating a class that rewards mastery and tactical play.
Templar is a hybrid tank/support with a high skill ceiling. The kit rewards timing and positioning, making it particularly effective in coordinated group play and endgame content, rather than as a beginner-friendly option.
A key design decision was to allow flexibility without losing class identity. Templar can wear heavy armor or cloth, and use either mace + shield or a staff. This was intended to support both a frontline controller build and a more support-oriented caster style while preserving a consistent core fantasy.
The control kit was designed around creating windows rather than permanent lockdown. The goal was to provide strong tools that still feel fair and readable. For example, Reverse Flow creates an area that pushes enemies away and can stun them, enabling space control instead of hard CC spam. Touch of Truth creates a short silence window with clear telegraphing, allowing counterplay. Whirlwind of Repentance applies slow and later reduces accuracy, reinforcing positioning and decision-making.
Chieftain was designed as a mobility-first class focused on smooth solo play and high accessibility. The goal was to create a fast, responsive character with strong quality of life — clear tools for single target and AoE, reliable self-healing, and easy-to-read abilities. This combination made the class both beginner-friendly and highly effective in solo progression.
Chieftain uses one-handed magical maces and can wield two at once. I chose this weapon setup to create a clear and scalable gear path, increasing demand for that weapon category and giving players a fresh reason to invest even on established accounts.
Beastmaster was designed as a solo-friendly class built around a permanent combat companion. The goal was to create a strong onboarding option for new players while preserving depth for long-term play. The companion is not timed — it stays active until it dies, and resummoning it acts as a failure state. This creates a forgiving baseline for solo play while still introducing meaningful consequences for mistakes.
Beastmaster uses a two-handed spear as its primary weapon. I chose this to establish a clear gear identity and create long-term upgrade pressure, encouraging investment into spear progression, sharpening, and upgrades. It also opened a fresh equipment path for established accounts.
The class can function as a damage dealer or support in group play, ensuring long-term relevance beyond early progression. This allows the class to transition smoothly from onboarding into mid- and endgame content.
Reaper was built around one core idea: transformation as a real gameplay state. The goal was to make transformation a meaningful decision that changes player behavior, not just a temporary power boost. Your decisions change your entire toolkit, not just numbers. Abilities gain additional properties in form, and transformation costs a dedicated resource with a cooldown. This creates a natural rhythm: build up, choose the moment, transform, then play a stronger window.
Because the class relies on state switching and an extra resource, I designed dedicated UI elements to ensure clarity and readability. The player must always understand their current form, resource level, and available options at a glance.
Reaper is a strong PvP class built around timing and commitment. The transformation window creates pressure and timing advantages — commit at the wrong moment and you get punished, manage your cooldowns correctly and you dominate the fight. This creates a high-risk, high-reward playstyle with strong player expression.
After expanding the class roster, the next major focus was organized endgame. Competitive Guild Raids became a core system for top guilds, combining repeatable PvE with a long-term competitive structure.
The system was designed as an endgame pillar for high-level guilds. The core goal was to create repeatable competitive PvE that strengthens guild identity and provides meaningful progression incentives for coordinated play.
Raids run as timed showdowns with leaderboards and clear progression. Difficulty scaling is part of the motivation loop — each new tier demands better execution, preparation, and teamplay. Some seasons start with 10 difficulty levels and expand to 15, allowing guilds to adapt while building sustained engagement throughout the season.
The system is supported by dedicated UX design focused on clarity and accessibility. Players can quickly access raid functions, check rewards, track results, and compare guild standings. This makes the competitive layer visible and easy to follow, which helps drive participation and long-term retention.
Raid seasons create a strong sink for consumables and entry resources. The reward structure offers rare power rewards and large gold payouts that matter to top guilds, while preparation needs drive engagement across other game systems.
I owned the design of the raid system, including all encounters, difficulty scaling, and reward structure. Another designer handled the raid scheduling and entry UI.
I owned full encounter design for all raids. The goal was to create fights that feel like true guild content — with coordination checks, role pressure, and decision points that scale with difficulty.
A core design principle was staged complexity. Lower difficulties teach the fight and establish patterns. After key thresholds, the raid introduces new mechanics or stronger versions of existing ones. This ensures that progression remains meaningful and continuously introduces new challenges instead of repeating solved patterns.
Readability was a critical requirement. In competitive content, players accept failure only if it feels fair. Mechanics must be clearly telegraphed, punish windows must be learnable, and success must feel earned. I also designed encounters with anti-cheese considerations, ensuring that high-end strategies do not bypass intended gameplay while still allowing creative solutions.
Another key system was resource pressure. Raids push players into preparation and consumption, making healing resources, buffs, and recovery tools part of strategic decision-making. This supports the economy loop organically, without relying on artificial restrictions — players spend because it improves their chances of success.
This section focuses on how the Talent system supports build diversity, daily engagement, and long-term progression. The goal was to create a system that adds meaningful build identity and connects progression across multiple gameplay loops, rather than simply increasing player power through stats.
When I started working on the project, the talent system felt too shallow and lacked long-term goals. I rebuilt it almost from scratch to establish a core progression layer that supports build diversity, daily engagement, and a sustainable live economy.
Talents are tied to each character and class, with separate guild-related trees. This makes them a meaningful build layer rather than a passive bonus system.
Progression is intentionally spread across many activity types. Each source has its own cap, which avoids a single optimal grind path and pushes healthier daily variety. This was a deliberate decision to encourage diverse engagement and prevent burnout from repetitive grinding. This also lets the system connect naturally to seasonal content, events, and battle pass.
Build switching is supported, but it is not free. I designed it as a controlled resource sink to allow experimentation while preserving meaningful choices, and to absorb excess resources at later progression stages.
Event talent trees refresh multiple times per year, while class trees evolve over longer cycles and receive regular balance updates. This keeps the system active and prevents meta stagnation.
Over time, talents moved beyond raw stat bonuses and began modifying skill behavior directly, making build choices more visible and impactful in gameplay, instead of leaving them as passive efficiency upgrades that only mattered on paper.
This section covers the three non-combat guilds and how they function as both daily engagement loops and an additional build layer. Each system has its own gameplay loop while contributing to long-term character progression through reputation and guild talents.
Non-Combat Guilds were designed as daily engagement systems with long-term value. Each guild has its own theme and gameplay loop, but all serve two broader goals: reliable recurring activities and extended buildcrafting through guild talent progression.
A key structural decision was exclusivity. Players can only belong to one guild at a time. Leaving removes accumulated reputation and triggers a 24-hour lockout before joining another. I introduced this constraint to make guild choice meaningful and increase commitment to a chosen progression path.
Unique guild mechanics are unlocked through the talent tree and only function on the guild's territory. This gating makes progression feel earned and gives the system a stronger long-term arc. The same trees also add class-specific effects, so guild progression changes how characters are built, not only what rewards they collect.
Players can also benefit from other guild activities if another player helps open access. This was designed to create structured cooperation and reduce isolation between progression paths.
Adventurers are the PvE-focused guild path, but the core loop goes beyond a standard dungeon run. Players search the desert for the correct entrance among several marked locations, activate a hidden object, and open a temporary mini-dungeon for their group. This was designed to shift the experience from a queue-based activity to exploration and discovery.
That structure was important for pacing. The activity starts in the open world, introduces a short search phase, and then transitions into a self-contained PvE run. I structured it this way to create a lighter, more repeatable loop compared to full-scale organized content, while still feeding long-term guild progression through reputation and talents.
Assassins are the PvP-focused guild path, built around a risk-reward loop with real player-to-player tension. The goal was to make PvP progression feel productive, not just adversarial. After unlocking the mechanic through the guild talent tree, players gain a progress bar that appears on the guild's territory.
The bar fills by killing special PvPvE monsters that drop "Information." But progress is not safe. If another Assassin kills you, they steal a portion of your progress — the amount lost equals the amount gained by the killer. I designed this transfer to create direct PvP incentives while maintaining a clear risk-reward structure.
When the bar reaches 100%, a personal entrance to a boss dungeon appears at a random location on the map, visible only to that player. After activation, the entrance becomes available to the player's group for a limited time. If the player dies and loses progress before entering, the entrance disappears and a new random location is assigned on the next fill.
This structure creates a much stronger tension curve than a typical daily activity. The progress bar makes PvP feel productive, not just adversarial. The personal entrance adds discovery. The boss dungeon provides PvE payoff. And the risk of losing progress keeps each session unpredictable.
Mages were designed as the most system-heavy of the three guild paths. The goal was to create a multi-phase gameplay loop that combines several types of player activity into a single cohesive experience. The loop starts in the open world, where the player locates and activates a magical object, summons a bound creature, and then follows it across the desert while clearing hostile spawns that appear along the route. When the escort reaches the destination, the player activates the entrance and moves into a separate tower encounter with wave-based PvE combat.
This structure was important because it combines several kinds of play in one flow: navigation, protection, transition, and payoff. Compared to the other guilds, Mages feel less like a single task and more like a short adventure with a clear beginning, middle, and end.
The talent layer makes this guild especially strong from a systems perspective. I designed the mechanic to be unlocked through the guild tree, with the same tree also enhancing both the escort and tower phases. This creates a direct link between activity design and buildcrafting, where progression meaningfully changes how the system is played.
This section covers a session-based PvPvE dungeon built around loot risk, extraction timing, and group-based hostility. The goal was to create a mode where reward value depends not only on what players earn, but on whether they successfully extract with it.
Lobby registration → timed PvPvE run → pressure from monsters and hostile groups → extraction choice → secured rewards through Catacomb Storage.
Catacombs was designed as a timed group PvPvE dungeon with extraction-style reward logic. The core idea was to create a mode where rewards are earned inside the session, but only become fully secured if the group exits successfully before the timer ends.
Inside the mode, players complete PvE objectives, fight over space, and gather virtual rewards such as currency and items. That reward state creates tension because it is not fully safe. If a player dies, part of the earned loot is dropped into the instance as a separate object that can be claimed by others. I introduced this mechanic to turn death into a meaningful risk event and make player encounters high-stakes decisions rather than simple setbacks.
The extraction layer defines the mode's identity. There are different ways to leave: a safe evacuation path and an emergency exit with a penalty. This was designed to create a continuous risk-reward decision: push for more value or secure current gains. That choice is where a large part of the tension comes from.
From a systems point of view, Catacombs also needed a clear session structure. Access happens through a lobby object, groups register in advance, and the mode starts only when participation reaches the required threshold. Hostility inside the instance is determined by group, which makes team coordination and target recognition especially important.
Another key design layer is reward conversion. Knowledge, currency, and reputation are granted directly, while item rewards are moved into Catacomb Storage after the run. I separated immediate and stored rewards to keep the system readable and support both instant and delayed gratification.
Playable Classes
Competitive Guild Raids
Talents & Long-term Progression
Non-Combat Guilds
Catacombs