Economy Architecture
Design the full resource ecosystem from the ground up, defining what players earn, what they spend, and how currencies flow without inflating or breaking.
Economy architecture is the foundation everything else is built on. It starts with currency design, how many there are, what they do, and how they interact, then extends into the full earn/spend loop that defines the player experience from day one to year three. Bad architecture creates problems that can't be patched. Good architecture scales through content updates, LiveOps seasons, and player behavior shifts without needing a full rebuild.
I start from the loops, not the numbers. We map every faucet and sink, define what each currency is for, and pressure-test how they interact before a single value is locked. The result is a structure that bends with new content instead of breaking under it.
Example
A mobile RPG was bolting new currencies onto a loop that was never designed to hold them, and every update made balancing harder. We rebuilt the architecture around a clear earn/spend backbone so new heroes, gear, and seasons could slot in without destabilizing the economy.
- ✓Currency model and definitions
- ✓Full earn/spend loop map
- ✓Sink and faucet framework
- ✓Scalable cost-curve foundation