Game Design Portfolio – Alexandr Detushev

+382-68-541-158 · Sashadetush@gmail.com · LinkedIn · Resume

Project: Warspear Online ↗ · Google Play ↗ · App Store ↗


🔥 About me

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 logo
Warspear Online gameplay Warspear Online gameplay

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:

  • Four factions and two opposing alliances with large-scale PvP
  • 20 unique classes with distinct abilities, roles, and progression paths
  • A vast open world with multiple continents, dungeons, and cities
  • Deep guild systems with PvE raids and competitive guild warfare
  • Regular seasonal events and a consistent live update cadence
  • A player-driven economy with crafting, trading, and an in-game marketplace

Quick Overview

At a Glance

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.

Core Work

Highlights


Contents

On this page

Case Studies (Summary)

Case Studies banner

Playable Classes

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.

Quick overview

Competitive Guild Raids

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.

Key points

My role

Owned the design of the raid system, including all encounters, difficulty scaling, and reward structure. Another designer handled raid scheduling and entry UI.

Why it matters

Talents and Long-term Progression

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.

Key points

Why it matters

Non-Combat Guilds

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.

Guilds at a glance

Why it matters

Live Balance Approach

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.

How I approach balance

Signals I track

Catacombs

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.

Why it matters


Deep Dives (Details)

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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.

Playable Classes

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.


Competitive Guild Raids

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.

Guild Raid gameplay

Talents and Long-term Progression

Talent system

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.


Non-Combat Guilds

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.


Catacombs

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.

Catacombs boss encounter Catacombs reward chest encounter

Session Flow

Lobby registration → timed PvPvE run → pressure from monsters and hostile groups → extraction choice → secured rewards through Catacomb Storage.