Thanks for Reading!
-
Shipping early versions of the tournament structures contributed to a 28% increase in player retention, alongside longer sessions during tournament windows and increased signups through referral links.
Outcome
-
Timing + success logic: tuned by ball type, speed, and mastery (not pitch conditions).
-
Ball-type library: swing/seam/pace variations + spin variants.
-
Arcade mode (planned): temporary randomized loadouts per match to force adaptation and reduce “one comfort strategy” play.
-
Built the batter decision loop: the player can reposition left/right before committing, then reacts once the ball’s landing zone becomes readable.
-
Direction + intent selection: the player chooses where to play the ball using a simple minimap “slice” picker (think directional targeting rather than free-aim).
-
Three shot options per direction: each slice maps to a small set of choices - one controlled/driven option, one high-risk power option, and one defensive option so decisions are fast but still meaningful.
-
Shot success logic: I worked on the rules and logic that decides whether a chosen shot is valid/successful for a given delivery type when the timing is correct, so the outcome reflects matchup + choice and not just reaction speed.
Gameplay Rules & Content
-
Challenges: encouraged variety and reduced stagnation around dominant metas.
-
Sponsorship contracts: optional long-term objectives that reward consistency through challenge-driven bonuses.
-
Tournaments (live): multi-match structured events layered on matchmaking, combining in-game rewards with real-world prizes.
Engagement & Retention
-
Three-track progression: Account XP + Batting XP + Bowling XP, aligned to the two-innings match format.
-
Performance-based XP: rewards both outcomes and contribution (win/loss + completion + performance), so improvement still registers even in losses.
-
Role parity: batting is generally seen as the “fun” side in cricket, so separate bowling progression helped keep mastery and investment balanced across both roles.
Progression & Competitive Structure
Systems I Worked On
-
Owned progression (account level + separate batting and bowling tracks).
-
Built the ranked ladder structure, tiering rules, and reward pacing.
-
Set XP logic across match results, completion, and performance contribution.
-
Shaped the FTUE flow and onboarding pacing to reduce early churn.
-
Put in place engagement loops (daily/weekly challenges, sponsorship-style contracts, event cadence).
-
Defined action success rules and timing windows across delivery types.
-
Owned the batter interaction loop and shot-selection flow (repositioning + directional targeting + shot choice).
-
Implemented the shot success logic: how the game resolves whether a timed input is valid for a given delivery type.
-
Authored the bowler move library: 16 pacer ball types + 8 spinner ball types.
-
Developed an arcade-style mode for full release (implemented, not currently enabled in beta).
-
Ran frequent QA on new builds, validated fixes, and gave cross-discipline feedback (incl. animation).
-
Co-wrote a technical GDD with the programmer (rules, edge cases, states/inputs, tuning parameters).
My Responsibilities
CBG is a 1v1 online cricket game designed for competitive, real-time play. Players face off in short, skill-based matches that emphasize timing and strategy.
The game also features periodic tournaments with real-world prizes, allowing players to compete at a higher level. Built with esports in mind, CBG focuses on competition and structured multiplayer events.
This game is a shipped title, with 10k+ downloads, currently in beta, available on the Google Play Store.
Role: Gameplay, Systems, Progression Design, & QA
Genre: Competitive Sports Game
Team Size: Indie Studio with around 20-25 employees.
Time Frame: I worked on this project for a year.






