The player idea
A champion should offer a reason to care and a reason to choose them. ReForged connects faction identity, combat roles, signature abilities and the relationships within a squad. The aim is a roster whose personalities create different tactical possibilities.
From roster to battlefield
The inspected Unity build presents 27 champion choices, commander selection, faction filters, team bonuses, formation placement and live squad combat. Basic attacks run automatically while the player can time ready abilities and ultimates. The screenshots show that loop in the running prototype.
The mobile and gacha direction
The design explores character acquisition, faction collection, artifacts and class evolution around a shared battle foundation. Personality and emotional-state behaviour are part of the design ambition. The mobile/gacha product and its long-term progression are development plans, rather than a released service.
My role
Original concept, game and product design, character and world direction, and AI-assisted prototype iteration. I connect the collection fantasy with team composition, combat readability and the practical decisions needed to develop the game.
What this work demonstrates
Game design beyond a single format: original IP, tactical systems, character appeal, player choices and a product roadmap connected to a working Unity prototype.
Inside the games



Independent original game · Unity prototype in development · Gacha and progression features described above include design plans
