GAME ECONOMY
& SYSTEM DESIGN
Building sustainable, data-driven systems for global gaming titles. Expertise in mathematical modeling, unity scripting, and live-ops economy management.
Chain of Alliance
A. Context & Problem
Tasked with a complete redesign of the combat action economy. The project required deep damage calculation modeling and item progression overhaul to improve tactical depth while preventing early-game stat inflation.
Stack
- > Unity / C#
- > JSON Scripting
- > Confluence Documentation
Fig 1.0: Combat flow logic and damage coefficient scaling matrix
Implemented a modular item system allowing for emergent tactical synergies between hero classes.
Secured long-term sustainability by anchoring damage formulas to non-linear growth curves.
Standardized data entry through refined JSON structures, reducing implementation time by 30%.
Metakings / Seascape
A. Context & Problem
Engineered large-scale Excel simulations to balance complex player progression and rewards. Designed comprehensive flowcharts to manage resource generation (faucets) and sinks to ensure economic parity across a multi-token environment.
Stack
- > Excel (Advanced Sim)
- > Python (Data Modeling)
- > SQL / Miro
Maintained ±2% deviation from target inflation rates over 12-month simulated cycles.
Architected a "Dynamic Sink" event system to drain excess currency during peak supply phases.
Automated progression speed tests using Python scripts to identify early-game bottlenecks.
Green Panda Games (Ubisoft)
A. Context & Problem
Designed hyper-casual and idle economies focusing on session duration and long-term retention. Collaborated with data scientists to analyze player KPIs and iterate on monetization loops based on real-world behavior data.
Stack
- > Tableau
- > KPI Frameworks
- > Excel (Standardized Templates)
Created internal economy templates used across 5+ hyper-casual titles to ensure quality.
Optimized prestige loops resulting in an average 15% increase in Day-7 retention.
Utilized A/B testing data to refine soft-currency reward rates in real-time.
Owlient (Ubisoft)
A. Context & Problem
Balanced internal economy and gacha mechanics for 'Tom Clancy's Elite Squad'. Focused on monetization design integrity, Battle Pass value propositions, and gacha transparency for high-compliance global markets.
Stack
- > Monetization Design
- > Battle Pass Frameworks
- > Excel Documentation
Ensured gacha transparency and pity systems met all legal and ethical design standards.
Managed weekly economy updates and event reward balancing for active player bases.
Designed BP reward tracks that maximized both player perceived value and revenue targets.
Clément Fitoussi
Game System & Economy Designer with a background at Ubisoft, Chromaway, and Metakings. Specialist in mathematical frameworks, Unity/JSON scripting, and predictive modeling for Live-Ops.
I approach game design as an engineering challenge. My methodology focuses on the unseen logic that drives player behavior, ensuring that every currency sink and reward curve serves both the narrative and the business model.
- > Unity
- > Python
- > SQL
- > Excel (Advanced)
- > Tableau
- > KPI Analysis
- > Github
- > JSON/Scripting
- > CI/CD Pipelines
LET'S BUILD
THE MATH.
Available for senior system design roles or complex economic consulting.
INITIATE_CONTACT