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CBG Cricket Game

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Adnan Aqeel | Projects | CBG Cricket Game

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CBG Cricket Game

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Project Slasher

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Scrap Gunsmith

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Tethered

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  • 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).

Systems I Worked On

Progression & Competitive Structure

  • 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.

Engagement & Retention

  • 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.

  • 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.

​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.

My Responsibilities

Gameplay Rules & Content

  • 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.

Outcome

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.

CBG Cricket Game

Link

Tethered

Link

Scrap Gunsmith

Link

Home

Link

About Me

Link

Contact

Link

CV

Link

Adnan Aqeel | CBG Cricket Game

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