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77-bit MMORPG

Browser action MMO · Systems & content design · 77-bit · 2024-2026

Official 77-bit MMORPG trailer.

77-bit MMORPG was a browser action MMO tied to the studio's airdrop campaign. I worked on combat systems, class progression, enemy behavior, encounter setup, PvP flow, and the client data behind those features.

  • Set up combat encounters, spawners, rewards, gates, and area content.
  • Built class skill trees with unlock paths, active skills, passive skills, and system links.
  • Designed enemy behavior trees for targeting, ability use, HP gates, distance checks, and combat timing.
  • Configured skills and weapons: charge rules, collider data, damage formulas, animations, and live values.
1M+ Registered Accounts
180K Peak DAU
71% D7 Retention
2.5h Average Daily Playtime

Company figures from the live game during the active campaign.


World & Encounter Setup

Each zone needed encounter placement, spawner setup, rewards, progression gates, and pacing that fit its level range.

I built playable areas in the game tools and tied map layout to combat content. That included enemy spawns, blockers, reward placement, and how dense each combat space should feel.

  • Placed and configured spawners for interior, dungeon, and outdoor areas.
  • Tied encounter density to gates, rewards, and route pacing.
  • Adjusted area setup after playtests when the difficulty curve felt wrong.

Outdoor combat zone setup in Articy, with spawners, encounter objects, and gate placement.


Class Progression & Skill Trees

Class progression connected active skills, passive skills, unlock paths, and the systems that used those choices.

I designed class skill trees as data blueprints, not just UI diagrams. Each tree defined unlock path, prerequisites, active skills, passive effects, and the skill references used across the game.

  • Designed skill-tree structure, branches, unlock logic, and progression pacing.
  • Set up active and passive skill nodes and connected them to gameplay data.
  • Linked class progression to skill configs, descriptions, ability references, and unlock requirements.

Class skill-tree blueprint with node progression and skill configuration fields.


Enemy Behavior & Creature Logic

Enemy behavior trees controlled target choice, ability use, health thresholds, distance checks, and attack timing.

I built behavior trees for enemies and creatures so archetypes did not all fight the same way. The trees handled patrol states, target selection, ability choice, range checks, and combat state changes.

  • Built behavior-tree flows for enemy families, bosses, and creature archetypes.
  • Defined target selection, HP-range checks, distance gates, and ability-use conditions.
  • Tuned ability timing and wait windows so attacks had clear spacing.

Enemy behavior tree with target selection, HP gates, distance checks, and ability-use nodes.


Skill & Weapon Configuration

Skills and weapons shipped as data: charge timing, collider shape, damage formulas, animation links, and resource behavior.

I configured skills and weapons in the game data layer. The setup covered charge time, scaling, hit shape, animation references, resource cost, and the stats driving final damage.

  • Set charge parameters, collider types, hit radius, angle, cooldowns, and resource behavior.
  • Connected skill data to animation/VFX references and weapon ability descriptions.
  • Kept combat rules in tunable data so the game could run, test, and adjust them quickly.

Power Smash config with charge timing, arc collider data, damage inputs, animation reference, and runtime fields.