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Synergy - 2025

ABOUT

  • Job: System Game Designer

  • Duration: 11 months

  • Team: ~15 workers

  • Genre: City Building, Managment

  • Support: PC, Unity

  • Company: LEIKIR STUDIO

WHAT IS IT?

My JOB

Synergy is a city builder where the player must develop their community in harmony with the environment.

The game is completely non-violent and aims to offer an experience that is both cozy and challenging.

Create your production chains to answer your population's needs and increase their satisfaction while respecting the nature that provides for your community. Exploiting it to the point of destruction will surely result in the collapse of your civilization.

The game offers city organization challenges through terrain understanding and adaptation, resource management through the fulfillment of citizens' needs, and logistics when building the infrastructure needed to progress and expand citizens' well-being.

I joined the project's team shortly after its release in early access. As a game system designer, I had multiple missions to enhance the game experience by reworking already existing systems, deploying new ones, and feeding the game with content.

 

The game being in Early Access allowed us to design and improve it in relation to the community and players' direct feedback.

 

Among the subjects I had to work on, we can find:

 

  • Progression systems overhaul:

 

In the first patch of Synergy Early Access, we noticed that players were not very engaged with the progression systems that were set up, reducing their willingness to have an in-depth experience with the management systems.

Early on, my contribution to the game was to focus on new ways to layer player progression and tie it to the core game systems.

 

In this optic, I proposed and implemented a new system to guide the construction of the city, encouraging building around district centers with constraints and rewards when progressing in district completion. This led to much better pacing and player implication in city construction.

 

After that, we continued on this subject with a rework of the research system, streamlining it and turning it into something more intuitive to reduce cognitive load and enhance engagement with the core mechanics of the game.

 

  • UX, Feedback, and Balancing:

 

LEIKIR STUDIO has an approach to system design that places feedback as an element as important as the system itself. I had the opportunity to polish all my designs to ensure they were as accessible as possible, improving their readability and reducing friction, which led to much more engagement and fun. I was also in charge of balancing a large number of systems.

Copyright © 2023 RÉmi SÉcher

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