
Grecian Generals
Project Type
Live-Service Game Model
Skills/Tools
- Progression Design
- Economy Design
- Excel
- Machinations
- Live-Service Monetization
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Project Overview
Grecian Generals is a set of system models for a hypothetical live-service RTS game. It includes progression systems, an in-game economy, and monetization strategies designed to retain players in a free-to-play game space for hundreds or even thousands of hours. The systems were modeled in both Excel and Machinations. This project shows my abilities with with retention systems like long-term progression and in-game economies, as well as my skills with system modeling in Excel and system visualization in Machinations.
Level Progression
For this project, I designed a level progression for a live-service RTS game, with the goal of producing at least 400 hours of engaging gameplay. The model features the following elements:
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Tracking of the key progression reward (Skill points for upgrading troops) to ensure a healthy reward schedule​​
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Balance with the gear economy to ensure a consistent and variable series of gear and level rewards
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​Distinct ranges where the mathematical model changes to fulfill the game's current needs
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For example, rapid levelling during the early-game to reduce friction and churn
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This graph shows:
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Output of progression model in Hours Per Level
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Different equations governing different sections of the model for more precise control of player experience
Gear Economy
For this project, I also designed a gear economy that would function throughout the entire level progression. The model featured the following elements:
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A basic currency to be acquired through gameplay and spent on Gear
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Drop rates and break rates for gear, making sure to avoid both resource inflation and stagnation
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Basic and Elite gear, each with their own rates and costs
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Changing patterns throughout level progression so the economy could fulfill different needs for different players
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This graph shows:
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Net Gear and Elite Gear at each level
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Factors in drop rates, currency costs, and break rates​
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Changes in graph trends to fulfill design goals at different levels
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An inflection point at Level 20 when Elite Gear becomes optimal to buy​

Mathematical Models
This Machinations simulation lets you see both the Level Progression and Gear Economy run in real-time. Go ahead and hit play! You can watch as:
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Level-up thresholds increase
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Drop rates fluctuate
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Break rates fluctuate
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Elite Gear is randomly dropped
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Spoils are gained and spent on Gear
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The patterns of the Economy change as the player moves through the Progression
Below you can see the Excel sheet that governs that Machinations model. Different level-ranges are color-coded to mark the different Progression Sections, and are governed by different mathematical models. For example:
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The first few levels are hard-coded to happen after a set number of Encounters​
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Later levels are governed by an exponential model to extend level rewards, as Gear becomes a larger focus
Monetization Plan
Grecian Generals was concepted as a free-to-play game. So, I designed a monetization plan featuring proven monetization features tailored specifically to Grecian Generals with an emphasis on ethical long-term profits. You can see the pitch deck for my monetization strategy below!
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Key Elements:
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XP Boosts to accelerate progression without giving XP for free
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Simple cosmetic purchases
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Buyable build customization
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Lootboxes designed with an emphasis on fairness