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Madden Mobile 20

m20-nav-mobile.jpg
Publisher
Developer
Platforms
Genre
Dev Cycle
Release Date
Team
Role
Core Loop

Electronic Arts

EA Tiburon - Orlando, FL

Android and iOS

Sports & Simulation

~ 1 Year

August 2, 2019

Fuel - Madden Mobile

Game Design

Play > Collect > Upgrade

Systems & Live Services Design

Content Design

  • On Madden Mobile 20, a tremendous amount of content was produced for the launch of the game and on a continuous basis through out the live service cycle.

  • Pre Launch we designed and implemented entirely new ways of earning rewards through PVP, multiple brand new daily and weekly content activities, as well as our biggest launch programing since I had joined the team.

  • Through out the year I was assigned ownership of content events called programs which included live events, sets, store items, messaging and players design and creation.

  • For Madden Mobile 20 I was one of the content designers responsible for much of the competitive rewards as well as the field pass (battle pass) experience within the game.

Economy Design and Tuning

  • Madden Mobile 20 had a very complex item and currency economy that was constantly changing.

  • During pre production, and through out the live service cycle, I assisted the lead PM in determining and maintain core system values and the relative values of all items and currencies released.

  • Through this process we determined dusting values, reward framework, progression pacing, crafting costs, monetization and upgrade costs.

  • During the live service cycle of the game I was largely the designer in charge of the field pass (battle pass) economies.

Monetization Design

  • In Madden Mobile the primary avenue for monetization is users purchasing points via first party stores or by buying real money offers in the app.

  • Part of my duties for Madden Mobile 20 was to assist PMs in planning, designing and implementing store offers for the game on a daily, weekly and content event basis.

  • One of my major contributions to the game was the design and implementation of multiple battlepasses, called field pass, and accompanying content.

Feature Design

  • On Madden Mobile 20 I was able to own the redesign and implementation of the Leagues social system. This included the introduction of the Ask for Help system.

  • Madden Mobile 20 introduced the Master Series feature and I had a hand in the creation of the live event promo and field pass tie in content that dropped through out the year.

  • The Dailies and Achievement system was revamped and I was one of the primary content creators responsible for updating the content associated with it and maintaining it through out the year.

  • The Front Office or Team Boosts system was introduced and I worked closely with the primary system designer in designing, implementing and balancing all of the various team boosters and front office items.

Content Design
Economy Design and Tuning
Monetization Design
Feature Design
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